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Games for Learning Algorithmic Thinking – GLAT Project

Hoić-Božić, Nataša; Holenko Dlab, Martina; Načinović Prskalo, Lucia; Rugelj, Jože; Nančovska Šerbec, Irena
Games for Learning Algorithmic Thinking – GLAT Project // Education Psychology, 4 (2018), 2; 73-95 (međunarodna recenzija, članak, znanstveni)

Games for Learning Algorithmic Thinking – GLAT Project

Hoić-Božić, Nataša ; Holenko Dlab, Martina ; Načinović Prskalo, Lucia ; Rugelj, Jože ; Nančovska Šerbec, Irena

Education Psychology (2424-6492) 4 (2018), 2; 73-95

Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni

Ključne riječi
Project GLAT ; algorithmic thinking ; programming ; didactic games ; learning scenarios

The project „Games for Learning Algorithmic Thinking“(GLAT) is funded by the Erasmus+ Programme of the European Union under the Key Action 2: Cooperation for innovation and the exchange of good practices (Action Type: Strategic Partnerships for school education). The coordinator is University of Rijeka, Department of Informatics and the project lasts until October 2019. Project consortium brings together European experts in the field of didactics of informatics, e-learning and programming from Croatia, Slovenia, Estonia, Macedonia and Bulgaria. The main objective of the project is encouraging the integration of coding and algorithmic thinking into the daily teaching through different subjects in students' younger ages in a fun and attractive way. Special focus will be on using educational strategies of Game Based Learning (GBL) and gamification in order to foster creativity, logical thinking, and problem-solving skills. This paper describes context and reasons for starting the project, planned activities and intellectual outputs as well as expected impact. The main project activities include professional development of primary junior grade teachers who will take part in workshops designed according to the blended model of e- learning. Experts from partner organizations will help teachers to acquire the knowledge on using GBL in teaching the concepts of coding and algorithmic thinking and to use it for developing learning scenarios. They will implement the learning scenarios in classes with their students. An important element will be a collection of teachers’ and students’ opinions through surveys and interviews which will be used as a feedback to improve the designed workshops.

Izvorni jezik

Znanstvena područja
Računarstvo, Informacijske i komunikacijske znanosti


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