Playful Pathways to Computational Thinking, Maker Literacies, and STEAM in Early Childhood

A special issue of Education Sciences (ISSN 2227-7102). This special issue belongs to the section "STEM Education".

Deadline for manuscript submissions: 15 July 2026 | Viewed by 134

Special Issue Editors


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Guest Editor
Solomon Schechter Day School of Greater Boston, Newton, MA 02459, USA
Interests: early childhood education; maker education; playful approaches to STEAM/STEM integration; creative technologies for STEAM learning; playful approaches to STEAM/STEM; project-based learning; interdisciplinary curriculum design for 2-8 years

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Guest Editor
The National Girls Collaborative Project (NGCP), Seattle, WA 98105, USA
Interests: early childhood education; computational thinking; computer science; STEM; STEAM; equity; gender equity; girls in STEM; girls in computer science

Special Issue Information

Dear Colleagues,

Play is the foundation of early learning, offering rich opportunities for problem-solving, creativity, and exploration. Through tinkering, storytelling, making, and digital or unplugged coding, young children naturally engage in computational thinking (CT)—developing skills such as sequencing, pattern recognition, and debugging. As children experiment with materials, tools, and ideas, they also build maker literacies and shape their identities as creative and capable learners.

This Special Issue explores how play-based, hands-on, and inquiry-driven learning experiences foster computational fluency in early childhood. We seek research that highlights innovative, culturally responsive approaches to integrating computational thinking into early childhood education, particularly in science, technology, engineering, arts, and mathematics (STEAM)-rich environments where children are encouraged to explore, iterate, and express their ideas through making.

In this Special Issue, original research articles and reviews are welcome. Research areas may include (but are not limited to) the following:

  • Play-based and hands-on approaches to computer science (CS) and computational thinking (CT) in early childhood.
  • Maker literacies and their role in shaping learner identity.
  • Tinkering, making, and digital or unplugged coding experiences in early learning settings as levers in educational.
  • The role of robotics, interactive media, and storytelling in developing CT skills.
  • STEAM-based learning environments and pedagogies that foster agency, creativity, and problem-solving.
  • Curiosity-driven learning and child-led exploration in STEAM education.
  • Culturally responsive and inclusive approaches to computational thinking for diverse learners.
  • Designing learning environments, approaches, or tools to engage girls and other historically excluded groups in STEM/STEAM from an early age.

We encourage contributions from researchers, educators, and practitioners working at the intersection of early childhood education, computational thinking, and STEAM learning.

Manuscripts should be submitted by 15th July 2026. As scholars with expertise in this field, we invite you to contribute to this Special Issue of Education Sciences, and any article processing fees will be waived should your article be selected for publication. For further inquiries, please contact amanda.strawhacker@ssdsboston.org and asullivan@ngcproject.org.

We look forward to your submissions.

Dr. Amanda L. Strawhacker
Dr. Amanda A. Sullivan
Guest Editors

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Keywords

  • STEM
  • STEAM
  • computational thinking
  • computer science
  • early childhood
  • play
  • playful learning

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Published Papers (1 paper)

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Research

19 pages, 1457 KiB  
Article
ScratchJr Bots: Maker Literacies for the Hearts and Minds of Young Children
by Marina Umaschi Bers, Jessica Blake-West, Abigail J. Bergman, Caleb Weinstock, Francisca Carocca P. and Eliot Laidlaw
Educ. Sci. 2025, 15(8), 1062; https://doi.org/10.3390/educsci15081062 - 19 Aug 2025
Abstract
This paper describes the ScratchJr Bots project aimed at helping young children develop maker literacies, which is the ability to design, program, and build technology-rich projects with developmentally appropriate tools to express themselves. Maker literacies can involve hands-on learning, collaborative experimentation, critical thinking, [...] Read more.
This paper describes the ScratchJr Bots project aimed at helping young children develop maker literacies, which is the ability to design, program, and build technology-rich projects with developmentally appropriate tools to express themselves. Maker literacies can involve hands-on learning, collaborative experimentation, critical thinking, and problem-solving, as well as the development of socio-emotional skills. By engaging with the design process, children become active creators rather than passive consumers—brainstorming ideas, prototyping, testing, and making improvements toward sharing a final project. Maker literacies engage children in Positive Technological Development in the form of six behaviors—content creation, creativity, choices of conduct, communication, collaboration, and community building. Additionally, children develop character strengths, or virtues, such as patience, generosity, and forgiveness while making. This paper will first introduce the concept of maker literacies as it applies to early childhood and the theoretical background supporting this work. Then, it will introduce the ScratchJr Bots project developed by the DevTech Research Group, a new technology and curriculum that affords the development of maker literacies. Finally, by using design-based research as the methodological approach, two pilot projects are described, including children’s learning experiences, to illustrate the positive behaviors and character strengths that children can exhibit while engaging with ScratchJr Bots. Full article
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