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Učne aktivnosti za zgodnje učenje programiranja v okviru delavnice V vesolje s ScratchJr
ID Ropret, Maja (Author), ID Nančovska Šerbec, Irena (Mentor) More about this mentor... This link opens in a new window

URLURL - Presentation file, Visit http://pefprints.pef.uni-lj.si/5604/ This link opens in a new window

Abstract
V magistrskem delu bomo predstavili učne aktivnosti za zgodnje učenje računalništva, ki smo jih zasnovali z namenom razvijanja računalniškega mišljenja. V teoretičnem delu bomo opisali, kaj je računalniško mišljenje in zakaj ga je potrebno razvijati že pri majhnih otrocih. Nato bomo predstavili učno teorijo konstrukcionizem, na kateri temeljijo zasnovane učne aktivnosti, ki so namenjene otrokom prvega vzgojno-izobraževalnega obdobja. Sledil bo opis in didaktična podlaga aktivnosti za razvijanje računalniškega mišljenja in za zgodnje učenje programiranja s treh različnih področij: premikanje objektov v ravnini, fizično računalništvo s programiranjem robota Sphero in programiranje v programskem jeziku ScratchJr. Učne aktivnosti temeljijo na standardih in konceptih, opisanih v programu, ki se imenuje ''K-12 Computer Science Framework'' (v nadaljevanju K-12 CS). V njem so predstavljene konceptualne smernice in okvirji za izobraževanje na področju računalništva za otroke od vrtca pa vse do konca srednje šole. V magistrskem delu bomo opisali nabor aktivnosti za zgodnje poučevanje programiranja, ki smo jih preizkusili med učenci starimi med 7 in 10 let, ki so se udeležili delavnice na poletni šoli. Delavnica V vesolje s ScratchJr otroke skozi raziskovanje zanimivih tem, ki se nanašajo na vesolje, vpelje v svet programiranja. Najprej bomo predstavili model poučevanja in učne aktivnosti. Aktivnosti smo preizkusili med 5-dnevno delavnico na poletni šoli, namenjeni otrokom, ki so stari med 7 in 10 let. Delavnico je izvedla skupina treh študentov računalniških smeri Pedagoške fakultete Univerze v Ljubljani. Umeščena je bila v sklopu poletnih šol, ki jih organizira Fakulteta za računalništvo in informatiko Univerze v Ljubljani. Delavnico sestavljajo trije različni tipi aktivnosti. Začetne aktivnosti temeljijo na t. i. metodah računalništva brez računalnika (premikanje objektov po ravnini). Drugi tip aktivnosti učence vpelje v fizično računalništvo z roboti Sphero. S pomočjo tabličnih računalnikov pa učenci vstopijo v ''svet programiranja'' v vizualnem programskem okolju ScratchJr. Opisali bomo posamezne učne aktivnosti, njihov namen in računalniško ozadje. Zanimalo nas bo, ali učenci tekom delavnice razvijajo razumevanje osnovnih računalniških konceptov, kar bomo preverili s pred- in potestom. Model delavnice, nastalo gradivo in predstavljeni rezultati naše raziskave bodo v pomoč učiteljem razrednega pouka in staršem, ki želijo učence vpeljati v zgodnje učenje programiranja na zanimiv in sistematičen način, s pomočjo katerega se bodo učenci zabavali ter hkrati razvijali računalniške kompetence.

Language:Slovenian
Keywords:zgodnje učenje programiranja
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:PEF - Faculty of Education
Year:2019
PID:20.500.12556/RUL-106385 This link opens in a new window
COBISS.SI-ID:12319817 This link opens in a new window
Publication date in RUL:27.03.2019
Views:1863
Downloads:204
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Secondary language

Language:English
Title:Learning activities for early programming learning presented at the workshop into space with ScratchJr
Abstract:
In the master's thesis we will present learning activities for the early learning of computer science, which we have designed with the aim of developing computational thinking. In the theoretical part we will describe what computational thinking is and why it is necessary to develop it already in small children. Then we will present a teaching theory of constructionism which is a basis of learning activities designed for children in the first educational period. That will be followed by a description and a didactic basis of planned activities for the development of computational thinking and for early programming learning from three different areas: moving objects in the plain, physical computing with programming of the Sphero robot and programming in the programming language ScratchJr. Learning activities are based on the standards and concepts described in the program called the K-12 Computer Science Framework (hereinafter K-12 CS). The program contains conceptual guidelines and frameworks for education in the field of computer science for children from the kindergarten to the end of the secondary school. In the master's thesis we will describe a set of activities for early programming learning, which we tested on students aged between 7 and 10 who took part in a summer school workshop. A workshop Into the space with ScratchJr enables children to explore the world of programming through the exploration of interesting topics relating to space. First we will present a model of teaching and learning activities. We tested the activities during a 5-day summer school workshop designed for children aged between 7 and 10 years. The workshop was carried out by a group of three computer science students from the Faculty of Education, University of Ljubljana. It was carried out within the framework of summer schools organized by the Faculty of Computer and Information Science of the University of Ljubljana. The workshop consists of three different types of activities. The initial activities are based on the so-called methods of computing without a computer (moving objects along the plain). The second type of activity introduces students to physical computing with Sphero robots. With the help of tablets, students enter the "world of programming" in the visual environment of ScratchJr. We will describe individual learning activities, their purpose and computer background. We will be interested in whether the students develop an understanding of basic computer concepts during the workshop, which will be checked with pre- and after-test. The resulting material and the presented results of our research will help teachers and parents who want to introduce children into early programming learning in an interesting and systematic way, through which students will have fun and at the same time develop computer competencies.

Keywords:early programming learning

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