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Učenje računalništva z digitalnim pripovedovanjem zgodb o Kekcu in reševanjem avtentičnih problemov : magistrsko delo
ID Kavčič, Lea (Avtor), ID Nančovska Šerbec, Irena (Mentor) Več o mentorju... Povezava se odpre v novem oknu

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Izvleček
Cilj magistrskega dela je osnovnošolskim učiteljem in učencem ponuditi model za poučevanje računalništva, ki temelji na STEM izobraževanju in digitalnem pripovedovanju zgodb o Kekcu. STEM izobraževanje poudarja izkustveno učenje v realnih okoliščinah in pomaga razvijati različna znanja, vključno z ustvarjalnostjo ter veščinami 21. stoletja. Digitalno pripovedovanje zgodb vključuje uporabo večpredstavnih elementov, kot sta slika in zvok, ki prinašata popestritev pripovedovanja. V okviru magistrskega dela smo izvedli poletno šolo za učence drugega triletja osnovne šole, kjer smo izvajali delavnico Kekčeve prigode. Učencem smo predstavili osnove programiranja s pomočjo delčkov. Ugotovili smo, da je večina učencev, ki so se prijavili na delavnico, že imela neko predznanje iz programiranja s programom Scratch. V petih dneh smo skupaj z učenci ustvarjali igre in zgodbe o Kekcu, pri čemer so se učenci hkrati učili osnov programiranja in računalniškega razmišljanja. Pri nekaterih aktivnostih smo uporabili tudi koncept fizičnega računalništva, kjer so učenci s pomočjo mikrokrmilnika micro:bit izdelovali pripomočke za sodobnega Kekca. S tem modelom poučevanja želimo osnovnošolskim učiteljem in učencem omogočiti interdisciplinarni pristop k poučevanju računalništva, ki združuje elemente STEM izobraževanja in digitalnega pripovedovanja zgodb. Tak pristop spodbuja kreativnost, razvoj veščin 21. stoletja ter omogoča učencem, da se aktivno vključijo v učni proces in razvijajo svoje računalniško mišljenje. V teoretičnem delu smo predstavili učne teorije in pristope, na katerih temelji delavnica. Predstavili smo Papertovo konstrukcionistično učno teorijo, na kateri je osnovano učenje z izdelavo in ustvarjanjem zgodb ter iger. To učenje je učinkovitejše, saj se zdi učencem zanimivo in vznemirljivo. Skozi celotno delavnico pa smo prav tako razvijali koncepte računalniškega mišljenja. Uporabili smo tudi več učnih pristopov, od učenja s snovanjem igre in fizičnega računalništva z mikrokrmilniki micro:bit, do STEM projektov, pri katerih smo vsakega posamezno natančno opredelili. Uporabili smo tudi izbrane aktivnosti učnega načrta The Beauty and Joy of Computing (BJC), s pomočjo katerih smo zasnovali učenje programiranja in določili cilje projektnega učnega dela med delavnico. Zanimalo nas je, ali učenci pri izdelavi pripomočka poglobijo svoje znanje o uporabljenih elektronskih komponentah in če se z uporabo senzorjev na micro:bit-u naučijo uporabiti pogojne stavke. Ugotavljali smo, ali se povprečna rezultata na predtestu in potestu, ki preverjata razumevanje konceptov računalniškega mišljenja, razlikujeta. Zanimalo nas je tudi, katere koncepte računalniškega mišljenja izražajo končni projekti, ali obstaja povezava med dejavniki: kompleksnost kode učenca, kompleksnost pripomočka para, porazdelitev dela v paru, sodelovanje in komunikacija para, število vprašanj itd. Skušali pa smo še ugotoviti, ali se ocene projektov po kriterijih statistično pomembno razlikujejo glede na starost učencev.   V empiričnem delu smo opisali potek delavnice in inštrumente, s katerimi smo preverili raziskovalna vprašanja. Konceptualno znanje iz programiranja smo preverili s predtestom in potestom, prakso pa smo opazovali med delavnico. Kodo projektov učencev smo analizirali kvalitativno glede na kriterije ter z obstoječimi orodji, kot je CodeMaster. Ta na podlagi statistične analize kode avtomatično oceni projekt narejen v Snap!-u. Analiza je pokazala, da so se učenci z uporabo micro:bit-a in sestavljanjem različnih mini projektov z njim naučili nekaj o elektronskih komponentah. Izboljšalo se je tudi razumevanje koncepta pogojnega stavka ter nekaterih konceptov uvodnega programiranja. Glede na končne projekte se je najbolj izboljšalo algoritmično razmišljanje in sposobnost dekompozicije. V kodi končnih projektov parov učencev smo uporabili spremenljivke, zanke in dogodke. Najmanj pogosto uporabljen koncept pa so bili operatorji. Nekoliko boljše ocene projektov so dosegli pari, kjer sta bila oba učenca iz 6. razreda, torej starejša, ker sta imela verjetno tudi več predznanja. Na podlagi analize rezultatov lahko sklenemo, da je učenje z digitalnim pripovedovanjem, izdelavo iger v Snap!-u in s pomočjo mikrokrmilnikov micro:bit primerno predvsem za učence 2. vzgojno-izobraževalnega obdobja, še posebej, če imajo učenci nekaj predznanja iz programiranja z delčki. Kontekst učenja z zgodbami nacionalnega junaka Kekca je učence motiviral in jim je bil všeč. Prav tako pa se lahko z okoljem Snap! in načinom dela po učnem načrtu BJC učenci naučijo še kompleksnejših konceptov računalniškega mišljenja, kot so funkcije, seznami itd. Magistrsko delo bo v pomoč učiteljem kot dodatno gradivo pri poučevanju uvodnega programiranja, zlasti po prvem srečanju s programiranjem z delčki ter pred nadaljevanjem programiranja npr. v programskem jeziku Python ali Java. Gradivo je pripravljeno tudi za učence, tako da lahko projekte po navodilih delajo tudi samostojno ali v skupinah.

Jezik:Slovenski jezik
Ključne besede:uvodno programiranje, Snap!, konstrukcionizem, učenje s snovanjem iger in zgodb, mikrokrmilnik micro:bit, The Beauty and Joy of Computing
Vrsta gradiva:Magistrsko delo/naloga
Tipologija:2.09 - Magistrsko delo
Organizacija:PEF - Pedagoška fakulteta
Kraj izida:Ljubljana
Založnik:[L. Kavčič]
Leto izida:2023
Št. strani:1 spletni vir (1 datoteka PDF (98 str.))
PID:20.500.12556/RUL-146751 Povezava se odpre v novem oknu
UDK:004:37(043.2)
COBISS.SI-ID:156016899 Povezava se odpre v novem oknu
Datum objave v RUL:10.06.2023
Število ogledov:722
Število prenosov:88
Metapodatki:XML DC-XML DC-RDF
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Sekundarni jezik

Jezik:Angleški jezik
Naslov:Learning Computer Science through Digital Storytelling and Authentic Problem Solving
Izvleček:
The aim of the master's work is to offer elementary school teachers and students a model for teaching computer science based on STEM education and digital storytelling about Kekec. STEM education emphasizes experiential learning in real-world settings and helps develop a variety of skills, including creativity and 21st century skills. Digital storytelling includes the use of multimedia elements, such as image and sound, which bring richness to the storytelling. As part of the master's thesis, we organized a summer school for students in the second trimester of primary school, where we conducted a workshop called "Kekec's adventures". We introduced the students to the basics of programming by using blocks. We found that the majority of students, who signed up for the workshop, already had some prior knowledge of programming with Scratch. Over the five day course, we collaborated with the students to create games and stories about Kekec. During this process, the students simultaneously learned the fundamentals of programming and computational thinking. We also incorporated the concept of physical computing into certain activities, where the students used micro:bit microcontrollers to create gadgets for the modern-day Kekec. With this teaching model, our aim is to provide primary school teachers and students with an interdisciplinary approach to teaching computer science, which combines elements of STEM education and digital storytelling. Such an approach encourages creativity, the development of 21st-century skills, and enables students to actively engage in the learning process and enhance their computational thinking abilities. In the theoretical part, we presented the learning theories and approaches, on which the workshop is based. We presented Papert's constructionist learning theory, which is based on learning through making and creating stories and games. This learning is more effective because students find it interesting and exciting. Throughout the workshop, we also developed concepts of computational thinking. We also used several learning approaches, from learning through game design and physical computing with micro:bit microcontrollers, to STEM projects, each of which we defined individually. We also used selected activities from The Beauty and Joy of Computing (BJC) curriculum, with the help of which we designed programming learning and determined the goals of the project learning work during the workshop. We were interested in whether the students deepen their knowledge of the electronic components used when making the gadget and if they learn to use conditional sentences by using the sensors on the micro:bit. We wanted to know, if the mean scores on the pretest and posttest, which test understanding of computational thinking concepts, differ. We were also interested in which concepts of computational thinking are expressed by the final projects. Is there a relationship between the factors: the complexity of the student's code, the complexity of the pair's tool, the division of work in the pair, the cooperation and communication of the pair, the number of questions, etc. We were also trying to find out, whether the evaluations of the projects according to the criteria differ statistically significantly depending on the age of the students. In the empirical part, we described the course of the workshop and the instruments with which we checked the research questions. Conceptual knowledge of programming was checked with a pre-test and post-test, and practice was observed during the workshop. We analyzed the code of the students' projects qualitatively according to the criteria and with existing tools such as CodeMaster. Based on the statistical analysis of the code, it automatically evaluates the project made in Snap!. The analysis showed that the students learned something about electronic components by using the micro:bit and building various mini-projects with it. The understanding of the concept of a conditional statement and some introductory programming concepts was also improved. According to the final projects, algorithmic thinking and decomposition ability improved the most. In the code of the final projects of pairs of students, they used variables, loops and events. The least frequently used concept, however, was operators. Pairs where both students were from the 6th grade, i.e. older, because they probably also had more prior knowledge, achieved slightly better project evaluations. Based on the analysis of the results, we can conclude that learning through digital storytelling, creating games in Snap! and with the help of micro:bit microcontrollers is suitable especially for students of the 2nd educational period, especially if the students have some prior knowledge of programming with particles . The context of learning with the stories of the national hero, Kekec, motivated the students and they liked them. You can also use the Snap! and ways of working through the BJC curriculum, students learn even more complex computational thinking concepts such as functions, lists, etc. The Master's thesis will help teachers as additional material when teaching introductory programming, especially after the first encounter with programming with particles and before continuing programming, e.g. in Python or Java programming language. The material is also prepared for students, so they can work on projects independently or in groups according to the instructions.

Ključne besede:introductory programming, Snap!, constructionsm, learning with making games and stories, micro:bit, curriculum The Beauty and Joy of Computing

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