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Pustolovščina s Heidi: Od robotov KUBO do Scratcha : magistrsko delo
ID Smrečnik, Mia Zala (Author), ID Nančovska Šerbec, Irena (Mentor) More about this mentor... This link opens in a new window

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Abstract
Namen magistrskega dela je izobraževalcem in učencem ponuditi model poučevanja računalništva, ki temelji na ustvarjanju iger in zgodb o Heidi ter je podprt z utelešenim učenjem. Izkustveno učenje prek računalniških vsebin, vpetih v zgodbe in igre, razvija znanja in veščine, ključne za vključevanje v družbo 21. stoletja. Poleg računalniškega mišljenja in programskih konceptov se pri izdelavi iger in zgodb razvijajo tudi kompetence 4C: ustvarjalnost, komunikativnost, kritično razmišljanje in sodelovanje. Model smo preizkusili v petdnevni delavnici Pustolovščina s Heidi: rešujemo planet z manjšo skupino učencev drugega vzgojno-izobraževalnega obdobja. Delo je potekalo v dveh fazah: udeleženci so najprej spoznali programske koncepte z roboti KUBO, nato pa pridobljeno znanje prenesli v programsko okolje Scratch. Vsebinsko smo se navezovali na roman Heidi avtorice Johanne Spyri ter vključevali teme trajnostnega razvoja in okoljevarstva. Napredek smo spremljali z opazovalnimi obrazci in samorefleksijskimi vprašalniki, zaključne projekte pa ocenili po rubričnih kriterijih in analizirali z orodjem Dr. Scratch. V teoretičnem delu obravnavamo veščine 21. stoletja s poudarkom na okviru 4C, računalniško mišljenje in njegove dimenzije. Kot osrednjo teorijo učenja predstavimo Papertov konstrukcionizem, delo s KUBO pa utemeljimo z utelešenim učenjem in oprijemljivim računalništvom. Predstavimo tudi KUBO in Scratch ter učenje s snovanjem iger in digitalno pripovedovanje zgodb. V empiričnem delu predstavimo in analiziramo rezultate petdnevne delavnice s 13 učenci, starimi med 9 in 12 let. Njihovo znanje smo preverjali s predtestom in potestom, zaključne projekte pa ovrednotili s kriterijskim ocenjevanjem ter jih z orodjem Dr. Scratch analizirali z vidika dimenzij računalniškega mišljenja.

Language:Slovenian
Keywords:Računalniško programiranje, Scratch, poletna šola, programiranje, učenje s snovanjem iger in zgodb, samorefleksijski vprašalniki, roboti KUBO, računalniško mišljenje, programski koncepti, veščine 21. stoletja
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:PEF - Faculty of Education
Place of publishing:Ljubljana
Publisher:M. Z. Smrečnik
Year:2026
Number of pages:112 str.
PID:20.500.12556/RUL-187907 This link opens in a new window
UDC:004.42(043.2)
COBISS.SI-ID:291425283 This link opens in a new window
Publication date in RUL:16.09.2026
Views:90
Downloads:23
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Secondary language

Language:English
Title:An adventure with Heidi: from KUBO robots to Scratch
Abstract:
The purpose of the master's thesis is to offer educators and students a model of teaching computer science, based on the creation of games and stories about Heidi and supported by embodied learning. Experiential learning through computer content embedded in stories and games develops knowledge and skills that are key to inclusion in 21st century society. In addition to computational thinking and programming concepts, the creation of games and stories also develops the 4C competencies: creativity, communication, critical thinking and collaboration. We tested the model in a five-day workshop Adventure with Heidi: Saving the Planet with a small group of students in the second educational period. The work took place in two phases: the participants first learned about programming concepts with KUBO robots, and then transferred the acquired knowledge to the Scratch programming environment. The content was related to the novel Heidi by Johanna Spyri and included topics of sustainable development and environmental protection. Progress was monitored with observation forms and self-reflection questionnaires, and final projects were assessed using rubric criteria and analyzed using the Dr. Scratch tool. In the theoretical part, we discuss 21st century skills with an emphasis on the 4C framework, computational thinking and its dimensions. We present Papert's constructionism as the central learning theory, and we base the work with KUBO on embodied learning and tangible computing. We also present KUBO and Scratch, as well as learning through game design and digital storytelling. In the empirical part, we present and analyze the results of a five-day workshop with 13 students aged between 9 and 12. Their knowledge was assessed with a pre-test and a post-test, and the final projects were evaluated using criterion-based assessment and analyzed using the Dr. Scratch tool from the perspective of the dimensions of computational thinking.

Keywords:Scratch, Heidi, summer school, programming, Game-based learning and digital storytelling, self-reflection questionnaires, KUBO robots, computational thinking, programming concepts, 21st century skills

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