Pregled bibliografske jedinice broj: 1157373
Tangible programming in teaching initial programming to preschool and early-school students
Tangible programming in teaching initial programming to preschool and early-school students // ICERI 2021: 14th International Conference of Education, Research and Innovation: Proceedings / Gómez Chova, L. ; López Martínez, A. ; Candel Torres, I. (ur.).
Valencia: International Academy of Technology, Education and Development (IATED), 2021. str. 9017-9024 doi:10.21125/iceri.2021.2073 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
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Naslov
Tangible programming in teaching initial programming
to preschool and early-school students
Autori
Jerčić, Ivo ; Mladenović, Saša ; Krpan, Divna ; Zaharija, Goran
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
ICERI 2021: 14th International Conference of Education, Research and Innovation: Proceedings
/ Gómez Chova, L. ; López Martínez, A. ; Candel Torres, I. - Valencia : International Academy of Technology, Education and Development (IATED), 2021, 9017-9024
ISBN
978-84-09-34549-6
Skup
14th International Conference of Education, Research and Innovation, ICERI 2021
Mjesto i datum
Online, 08.11.2021. - 09.11.2021
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
Tangible programming ; learning programming ; computational thinking
Sažetak
Both teaching and learning programming is challenging. At the same time, many researchers suggest beginning teaching the basics of programming to children as early as possible. For example, programming is introduced as part of an elementary school's first-grade elective informatics course in Croatia. However, high expectations combined with difficulties during learning decrease motivation. For that reason, instead of motivating students to engage with programming as a skill required for a future occupation, they tend to give up. Therefore, it is imperative to choose a programming language and a development environment suitable for students' age. However, when teaching preschool and early school children the basics of programming, choosing a programming language and development environment is not enough since learning has to be fun. The teacher has to increase students' intrinsic motivation, leading to more active participation in teaching, which is essential to achieve good results during the learning process. This paper provides an example of a didactic tool developed and used for teaching programming by using gamification. Since we are talking about teaching programming preschool and early school children, the additional challenge is that they still have to develop reading skills. Taking all mentioned above, we have decided to use tangible programming as it allows students to learn the basics of programming and computational thinking without knowing the syntax of programming languages and without the use of computers. The main advantage of the presented tool is that the teacher or an enthusiastic parent can make it with minimum cost and effort. A web application was developed to support teachers during the teaching process, enabling them to present a problem solution to each student or whole class. The application also stores teaching scenarios used for teaching and emphasising various programming concepts.
Izvorni jezik
Engleski
Znanstvena područja
Računarstvo, Obrazovne znanosti (psihologija odgoja i obrazovanja, sociologija obrazovanja, politologija obrazovanja, ekonomika obrazovanja, antropologija obrazovanja, neuroznanost i rano učenje, pedagoške discipline)
POVEZANOST RADA
Ustanove:
Prirodoslovno-matematički fakultet, Split