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Dissertations / Theses on the topic 'Scratch program'

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1

Tsur, Moran. "Scratch Microworlds : introducing novices to scratch using an interest-based, open-ended, scaffolded experience." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112561.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 99-101).<br>Currently, many introductory coding activities for children focus on engaging them in solving puzzles. This thesis explores a different approach to introducing coding that engages children in creating projects based on their interests. I present the iterative design and testing of Scratch Microworlds, simplified versions of the Scratch coding environment that contain
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Rosenbaum, Eric (Eric Ross). "Jots : cultivating reflective learning in scratch." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/55197.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 121-123).<br>This thesis introduces the Jots system, a new technology designed to engage children in reflective learning as they work on design projects. Jots enables children to create brief updates, or "jots," describing their frustrations, achievements and other thoughts and feelings while creating projects in the Scratch programming environment. Later children can look back at
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Ricarte, Lidiany Teotonio 1983. "O uso da ferramenta Scratch na escola pública : multiletramentos, autoria e remixagem." [s.n.], 2015. http://repositorio.unicamp.br/jspui/handle/REPOSIP/269596.

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Orientador: Petrilson Alan Pinheiro da Silva<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Estudos da Linguagem<br>Made available in DSpace on 2018-08-27T17:47:18Z (GMT). No. of bitstreams: 1 Ricarte_LidianyTeotonio_M.pdf: 11910318 bytes, checksum: bac8ea2ed96352e05b143c263e459c5f (MD5) Previous issue date: 2015<br>Resumo: As discussões atuais sobre letramentos evidenciam que as práticas de leitura e produção textual contemporâneas dos alunos permeiam o uso das novas Tecnologias da Informação e da Comunicação (TICs) (LANKHEARS; KNOBEL, 2007; COPE; KALANTZIS, 200
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Dhariwal, Shruti. "Scratch Memories : visualizations that empower children to celebrate and reflect on their creative trajectories." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/120689.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages [102]-104).<br>Millions of young people around the world are increasingly engaging on digital platforms in learning computer programming to create and share interactive projects, and connect with others online. Not surprisingly, this has also led to a growing interest in designing tools and methods that can automatically assess children's progress in computational learning by an
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Bressan, Manuelle Lopes Quintas. "Scratch! um estudo de caso." Universidade Tecnológica Federal do Paraná, 2016. http://repositorio.utfpr.edu.br/jspui/handle/1/2713.

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O estudo objetivou analisar como e se um Ambiente Visual de Programação pode contribuir apoiando os processos criativos de adolescentes, sendo uma ferramenta auxiliar para a aprendizagem pela solução de problemas, incitando novas formas de utilização das TIC na educação. O presente estudo justifica-se pela necessidade de aprofundar as questões relacionadas ao uso das TIC pelos docentes da Educação Básica e não apenas o uso de projetores e vídeos para substituir o quadro de giz, ou ferramentas de pesquisa em sites de busca apenas para transmitir informações de maneira a privilegiar as metodolog
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Khawas, Prapti Prakash. "An Exploratory Study of the Remixing Practices in the Scratch Programming Community: Trends, Causalities, and Influences." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/89934.

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One of the greatest achievements of Scratch as an educational tool is the eager willingness of programmers to use existing projects as the starting point for their own projects, a practice known as remixing. Despite the importance of remixing as a foundation of collaborative and communal learning, the practice remains poorly understood. Without a clear picture of how and why Scratch programmers remix a project as a starting point of their own projects, this programming community would remain in the dark about which programming practices encourage and facilitate remixing. The designers of progr
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Castro, Adriane de. "O uso da programação Scratch para o desenvolvimento de habilidades em crianças do ensino fundamental." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/2462.

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Acompanha: Caderno Pedagógico: O uso da programação Scratch no desenvolvimento de habilidades em crianças do ensino fundamental<br>O ensino de programação na escola é uma tendência mundial. A linguagem de programação Scratch foi desenvolvida especialmente para crianças, pois usa uma interface gráfica fácil sem códigos, apenas blocos parecidos com lego. Pensando nisso, este trabalho tratou da inserção de programação para crianças dos anos iniciais do ensino fundamental de uma escola municipal da cidade de Ponta Grossa. Esta pesquisa usou a abordagem do Construtivismo de Jean Piaget em busca de
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Curci, Airan Priscila de Farias. "O software de programação Scratch na formação inicial do professor de matemática por meio da criação de objetos de aprendizagem." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/3039.

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Acompanha: O software de programação Scratch na formação inicial do professor de matemática por meio da criação de objetos de aprendizagem<br>Este trabalho foi motivado pela crença de que a formação inicial de professores é um fator relevante na mudança de práticas pedagógicas e na transformação da cultura educacional. Com isso, dada as potencialidades do software de programação Scratch para fins educacionais, este estudo propôs, em uma turma de Licenciatura em Matemática, na disciplina de Mídias Tecnológicas no Ensino de Matemática de uma universidade pública do Estado do Paraná, o desenvolvi
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Abdalla, Lena(Lena A. ). "Classification of computer programs in the Scratch online community." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/129862.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, February, 2020<br>Cataloged from student-submitted PDF of thesis.<br>Includes bibliographical references (pages 133-136).<br>Scratch is a graphical programming platform that empowers children to create computer programs and realize their ideas. Although the Scratch online community is filled with a variety of diverse projects, many of these projects also share similarities. For example, they tend to fall into certain categories, including games, animations, stories, and more. Thro
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Monroy-Hernández, Andrés. "ScratchR : a platform for sharing user-generated programmable media." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/42977.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.<br>Includes bibliographical references (leaves 89-93).<br>This thesis presents the design and analysis of the Scratch Online Community. Scratch is a new programming language that enables kids to create programmable media such as games, interactive stories, animations, music and art. The Scratch Online Community was designed to be a source of inspirational ideas, provide an audience for children's creations and to foster collaboration among its members. The online
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11

Sung, I.-Jui, and 宋宜叡. "Profile-directed Dynamically Loading of Program into Scratch-pad Memory." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/64563300131731962703.

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碩士<br>國立交通大學<br>資訊工程系所<br>92<br>Effective utilization of on-chip memories has always been an important factor to improve the performance of a program. Caching techniques has been studied for decades, whilst recently scratch-pad memory is getting more and more focuses on it, because of its lower cost and lower power-consumption comparing to the cache. Due to the nature of scratch-pad memory, it is required to modify current program to effeciently utilize the scratch-pad memory. Hence, for legacy programs, compiler researchers have proposed automatic modification methods of source program in co
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Lee, Chunlin, and 李俊霖. "The Application of Program Modules to Assisting Fourth-Grader’s Scratch Programming." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/42895551566829955528.

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碩士<br>國立屏東教育大學<br>資訊科學系碩士班<br>101<br>The main purpose of this study was to use program modules to scaffold the fourth graders who learn Scratch programming. It was also aimed at exploring the gender differences between the module-assisted and the non-module learning of the Scratch program. It examined the effect of program module on fourth graders' performance and attitude of programming. The subjects were fourth graders of an elementary school in the Lingya District, Kaohsiung. The teaching design was problem-oriented. Experimental group adopted the module-assisted Scratch programming, while
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13

Lee, Thsung-Hsin, and 李宗信. "The impact of system learning in constructivism on program design---take scratch for example." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/z53cvc.

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碩士<br>國立交通大學<br>理學院科技與數位學習學程<br>101<br>In this study, we collect data from tenth grade students in high schools. The students are grouped according to learning methods. One group is about instruction learning, and the other is about system learning. We observe the students’ program design strategies and problem-solving skills in their learning process, and check the learning effect with learning tasks. We discuss the impact of individual differences on learning program design─Scratch. According to this study, we discover that the students with system learning are better than those with instru
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DING, GUO-JIANG, and 丁國強. "Research on Key Factors of Program Design Teaching-Take the Scratch Course as an Example." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/9n9xw3.

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碩士<br>中華大學<br>科技管理學系<br>105<br>With the advent of digital age, technology has been fully penetrated into all walks of life, not only enrich people’s life, but also bring people challenges, and more experts predict that in the future there will be a lot of occupations were replaced by jobs about science and technology. The program, as a medium of communication with people, more and more countries are aware of its importance, launching a series of programs to promote the program. In Taiwan, the Ministry of Education also carried out the "the project of computational thinking" in 2016. Therefore,
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Cheng, Hung-Chih, and 鄭宏志. "A Research about Integrating Developing Information of SCRATCH Program into Optics Teaching in Junior High School." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/23qdxk.

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碩士<br>樹德科技大學<br>資訊工程系碩士班<br>104<br>As human entering into an information era, living environment and lifestyle of students nowadays made their thinking manner had a tremendous change. As digital natives, acceptance of information from students is far more than from digital natives of parents and teachers. However, for beginners, learning of programming, it is difficult to understand the syntax of programming. As an appropriate course for students, the value and achievement of the value of Scratch programming curriculum become a new theme for discussion. It would make analysis of problem become
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HO, CHING-HUI, and 何青慧. "National Primary School Fourth Grade Students on 5E Inquiry Teaching Model of Scratch Program Design of Research." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/vuv77e.

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碩士<br>國立中正大學<br>教育學研究所<br>105<br>The purpose of this study is to explore National Primary School fourth grade students on 5E inquiry teaching of Scratch program design of research. In this study, the experimental design was adopted. The class was divided into experimental group and control group, 26 people in the experimental group and 26 people in the control group. The experimental group adopts the 5E inquiry teaching model teaching mode, the control group adopts the general narrative teaching model, and implements the total teaching experiment in February and 16 lessons teaching experiment.
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Hung, Hsin-Hwa, and 洪新華. "The Effect of Self-efficacy and Gender on Scratch Program Learning-A Case of Junior High School Student." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/u58t44.

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碩士<br>健行科技大學<br>國際企業經營系碩士在職專班<br>105<br>Scratch is a brand new graphical programming language developed by the MIT (Massachusetts Institute of Technology), which is suitable for the programming beginners. During the Scratch learning, learners can get a high-level logical thinking, so that using Scratch allows beginners such as young students to understand the logic of programming and how to creatively build a program. However, there are few researches simultaneously discussing the impacts of gender difference and computer self-efficacy on learning performance of Scratch. Therefore this researc
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Lai, Ming-Horng, and 賴明宏. "Investigating the Effectiveness of the Scratch Program in Logical Reasoning Capabilities and Scientific Problem-Solving Capabilities for Fifth-Grader Students." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/93057160805241186553.

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碩士<br>國立臺北教育大學<br>自然科學教育學系碩士班<br>98<br>The main purpose of this study was to investigate: first, the effect of the "Scratch" program worked on fifth grade students in logical reasoning abilities; second, the effect of the "Scratch" program worked on fifth grade students in scientific problem-solving abilities; third, the learning progress of the fifth grade students in learning "Scratch" programming language. The targets of the study were the fifth grade students (eight classes) of Wan-hua District of Taipei City who were taught by the researcher and taken as the experimental group. The experi
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Yu, Tung-Lin, and 游東林. "Study on the Effectiveness of the Scratch Program in Logical Reasoning Capabilities and Problem-Solving Capabilities for Forth-Grade Students." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/82017937237052969836.

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碩士<br>臺北市立大學<br>應用物理暨化學系<br>104<br>The main purpose of this study was to investigate: first, the effect of the "Scratch" program worked on fourth grade students in logical reasoning abilities; second, the effect of the "Scratch" program worked on fourth grade students in problem-solving abilities; third, the learning experience and feedback of the fourth grade students in learning "Scratch" programming language. The targets of the study were the fourth grade students (six classes) of Wan-hua District of Taipei City who were taught by the researcher and taken as the experimental group.The exper
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Tsou, Chun-Yu, and 鄒竣宇. "The effect on computer technology learning by means of PBL strategy to fifth grade students:Taking the learnong of Scratch program language as an example." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/7hxfrp.

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碩士<br>國立臺灣海洋大學<br>教育研究所<br>102<br>The purpose of this research is to explore the effectiveness of computer information learning on the 5th grade students, and this research adopted a quasi-experimental design. Two 5th grade classes of students from one elementary school in Taipei City were selected to be the participants, which were divided into an experimental group (27 pupils) and a control group (28 pupils) according to the original class grouping. PBL Teaching Model was implemented in the experimental group while the control group received a normal instruction; the teachings lasted eight c
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Rodrigues, Rui Manuel de Sousa 1969. "Programar de uma forma divertida : programação em Scratch." Master's thesis, 2018. http://hdl.handle.net/10451/40611.

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Relatório da Prática de Ensino Supervisionada, Mestrado em Ensino de Informática, Universidade de Lisboa, Instituto de Educação, 2018<br>Neste documento descreve-se o processo de intervenção pedagógica decorrido durante a Prática de Ensino Supervisionada, realizada no âmbito do Mestrado em Ensino de Informática da Universidade de Lisboa e operacionalizado na Escola Secundária da Portela durante nove aulas de 90 minutos, no 7º ano de uma turma de Percurso Curricular Alternativo, na disciplina de Programação e Robótica. Seguindo uma metodologia de ensino-aprendizagem baseada em problemas, o
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Lopes, Ana João Ribeiro. "Programar para prevenir: o uso do Scratch aplicado à segurança na Internet." Master's thesis, 2013. http://hdl.handle.net/1822/29049.

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Relatório de estágio de mestrado em Ensino de Informática<br>O ambiente de programação Scratch, criado pelo MIT em 2007, permite criar facilmente histórias interativas, animações, jogos, música e arte e partilhar essas criações na web. Este relatório apresenta o projeto de intervenção pedagógica supervisionada, com uma componente investigativa, que envolveu a utilização do Scratch, como estratégia para promover o desenvolvimento de competências e estruturar conhecimentos relativos à Segurança na Internet. O uso das tecnologias de informação e comunicação, nomeadamente a Web, está generalizado
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