Computational thinking: an analysis through structured programming using Scratch

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Název: Computational thinking: an analysis through structured programming using Scratch
Autoři: Antonieta Kuz
Zdroj: Revista de Ciencia y Tecnología. :82-90
Informace o vydavateli: Universidad Nacional de Misiones, 2023.
Rok vydání: 2023
Popis: In recent years, numerous initiatives have emerged to develop computational thinking. Computational thinking and programming are closely related they are both tools for working with algorithmic concepts. ICTs and, and specifically computer programs with a playful orientation for teaching programming are relevant since they take into consideration aspects related to the educational environment. Game-based learning is a complement that allows taking advantage of the playful component of games to train computational thinking and, therefore, various others skills. Scratch is one of the most used tools to teach programming, through visual and playful programming languages that seek to promote computational skills that involve problem solving, through active and constructive learning. In this study, theoretical foundations of structured programming are analyzed based on simple computing concepts such as handling sequences, control instructions such as loops and conditionals, and their adaptation using Scratch. For this article, a qualitative analysis is presented, supported by descriptive research. The partial findings, at this point, suggest the usefulness of applying video games to train computational thinking skills. In this way, opens the possibility of proposing extended uses of other interactive games such as Lightbot, PilasEngine, Pilas Bloques.
Druh dokumentu: Article
Jazyk: Spanish; Castilian
ISSN: 1851-7587
0329-8922
DOI: 10.36995/j.recyt.2023.39.010
Rights: CC BY NC SA
Přístupové číslo: edsair.doi...........9f7f11d89ac3fafcb82df38cf3a5c8a3
Databáze: OpenAIRE
Popis
Abstrakt:In recent years, numerous initiatives have emerged to develop computational thinking. Computational thinking and programming are closely related they are both tools for working with algorithmic concepts. ICTs and, and specifically computer programs with a playful orientation for teaching programming are relevant since they take into consideration aspects related to the educational environment. Game-based learning is a complement that allows taking advantage of the playful component of games to train computational thinking and, therefore, various others skills. Scratch is one of the most used tools to teach programming, through visual and playful programming languages that seek to promote computational skills that involve problem solving, through active and constructive learning. In this study, theoretical foundations of structured programming are analyzed based on simple computing concepts such as handling sequences, control instructions such as loops and conditionals, and their adaptation using Scratch. For this article, a qualitative analysis is presented, supported by descriptive research. The partial findings, at this point, suggest the usefulness of applying video games to train computational thinking skills. In this way, opens the possibility of proposing extended uses of other interactive games such as Lightbot, PilasEngine, Pilas Bloques.
ISSN:18517587
03298922
DOI:10.36995/j.recyt.2023.39.010