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1

Pronina, A. N. "APPLICATION OF “SCRATCH DESKTOP” COMPUTER PROGRAM AS A MEANS OF SENSORY DEVELOPMENT OF PRESCHOOL CHILDREN." Educational Psychology in Polycultural Space 67, no. 3 (2024): 129–38. http://dx.doi.org/10.24888/2073-8439-2024-67-3-129-138.

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Currently, researchers are interested in studying the aspects of using various computer programs for the development of preschool children. The results of the theoretical analysis of domestic and foreign researchers are presented, which confirm the data on the effective influence of various modern computer programs and technologies on cognitive, communicative, social, speech development, learning to write and read preschoolers. In this paper, the possibilities of using the Scratch Desktop computer program as a means of sensory development of preschool children are studied. To achieve the goal,
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Yildiz, Serife Nur, Alev Ates Cobanoglu, and Tarik Kisla. "Development of the ICT Teachers’ Perceptions of the Contribution of Scratch Program to Programming Instruction Scale." International Journal of Computer Science Education in Schools 4, no. 1 (2020): 53–71. http://dx.doi.org/10.21585/ijcses.v4i1.59.

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Scratch which is one of the block-based software for facilitating programming teaching is commonly used for beginners of learning programming. However, there is a lack of studies about the perceptions of information and communication technologies (ICT) teachers regarding the contributions of this visual programming language. Therefore, this study deals with developing a scale for measuring ICT teachers’ perceptions based on unified theory of acceptance and use of technology (UTAUT) about Scratch’s contributions in teaching programming. The sample of the study includes 265 ICT teachers from Tur
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Rae, Carole. "From Scratch: A Dance Program Emerges." Journal of Physical Education, Recreation & Dance 57, no. 5 (1986): 37–55. http://dx.doi.org/10.1080/07303084.1986.10606127.

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Arifin, Willdan Aprizal, Della Ayu Lestari, Muhamad Renaldi Apriansyah, Cakra Rahardjo, and Dhea Rahma Azhari. "Meningkatkan Literasi TIK bagi Guru SD Labschool UPI Serang melalui Pelatihan Pemrograman Scratch." Jurnal Komunitas : Jurnal Pengabdian kepada Masyarakat 6, no. 2 (2024): 283–89. http://dx.doi.org/10.31334/jks.v6i2.1939.

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Dalam upaya untuk meningkatkan literasi TIK bagi guru-guru SD Labshool UPI Serang, tim pengabdian kepada masyarakan program studi sistem infromasi kelautan melaksanan kegiatan pelatihan pemrograman scratch. Pemrograman Scratch merupakan bahasa pemrograman visual yang diadaptasi dari metode pembelajaran creative learning cycle yang dijanjikan dapat mendukung pembelajaran abad 21. Kegiatan diawali dengan persiapan yang cukup baik, yang kemudian dilanjutkan ke tahapan pelaksanaan. Peserta cukup antusias dalam mengikuti kegiatan ini karena dapat secara langsung mencoba membuat program menggunakan
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Kwon, Kyungbin, and Jongpil Cheon. "Exploring problem decomposition and program development through block-based programs." International Journal of Computer Science Education in Schools 3, no. 1 (2019): 3–16. http://dx.doi.org/10.21585/ijcses.v3i1.54.

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Although teachers need to assess computational thinking (CT) for computer science education in K-12, it is not easy for them to evaluate students’ programs based on the perspective. The purpose of this study was to investigate students’ CT skills reflected in their Scratch programs. The context of the study was a middle school coding club where seven students voluntarily participated in a five-week coding activity. A total of eleven Scratch programs were analyzed in two aspects: problem decomposition and program development. Results revealed that students demonstrated proper decompositions
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Yin, Liangze, Yiwei Li, Kun Chen, Wei Dong, and Ji Wang. "Incremental Verification of Concurrent Programs through Refinement Constraint Adaptation." Proceedings of the ACM on Software Engineering 2, ISSTA (2025): 2251–72. https://doi.org/10.1145/3728976.

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Programs evolve continuously throughout their life cycles. Verifying each version from scratch is usually impractical, especially for concurrent programs. Designing efficient incremental verification techniques for concurrent programs is highly desired. We focus on the abstraction refinement technique for concurrent program verification. When a program is modified, those refinement constraints generated in the verifications of previous versions are adapted to the new program to avoid redundant analysis. We propose a kernel source based refinement constraint adaptation approach for the scheduli
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Sutikno, Sutikno, Susilo Susilo, and Wahyu Hardiyanto. "PELATIHAN PEMANFAATAN SCRATCH SEBAGAI MEDIA PEMBELAJARAN." Rekayasa 16, no. 2 (2019): 173–78. http://dx.doi.org/10.15294/rekayasa.v16i2.17508.

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Perkembangan teknologi komputer semakin pesat, hal ini mendorong para guru untuk lebih memilih media yang berhubungan dengan komputer. Pembelajaran mata pelajaran (mapel) menggunakan media online Scratch belum banyak dilakukan, karena program Scratch termasuk program baru yang belum banyak dimanfaatkan dalam dunia pendidikan. Media interaktif berbasis Scratch. Materi maple merupakan media yang dibuat menggunakan program Scratch dengan pokok bahasan materi maple SMA. Mapel merupaka salah satu materi dalam pelajaran maple di SMA yang masih membutuhkan pemikiran yang abstrak. Menghasilkan model a
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Dagienė, Valentina, Jolanta Subatovič, and Aurelija Sližytė. "Kūrybiškumas ir kompiuterinė programa Scratch." Informacijos mokslai 50 (January 1, 2009): 142–46. http://dx.doi.org/10.15388/im.2009.0.3247.

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Ankstyvas asmenybės kūrybiškumo ugdymas – neabejotinai svarbus veiksnys, skatinantis sėkmingą įdomių veiklų ir savojo Aš atradimą. Mokykla – kaitos ir naujovių puoselėtoja, mokytojas – pagrindinis šio proceso vedlys. Mokykla turi dvejopą uždavinį: išugdyti ne tik išsilavinusią, bet ir kūrybingą asmenybę. Vaikai mokykloje turėtų būti skatinami klausti, diskutuoti, įžvelgti ryšį tarp įvairių reiškinių, ieškoti įvairių problemos sprendimo būdų, turi būti stimuliuojama kūrybinė mokinių veikla. Straipsnyje nagrinėjama, kaip mokymosi metodai iš „atkartok“ galėtų pasikeisti į „sugalvok, kurk, konstru
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Hoffman, Pamela E. "72.1 Starting a Telepsychiatry Program From Scratch." Journal of the American Academy of Child & Adolescent Psychiatry 56, no. 10 (2017): S107. http://dx.doi.org/10.1016/j.jaac.2017.07.417.

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Hansun, Seng. "Rancang Bangun Permainan Interaktif dengan Scratch." Jurnal ULTIMATICS 6, no. 1 (2014): 40–45. http://dx.doi.org/10.31937/ti.v6i1.332.

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Scratch is a programming language and an online community where people can program and share interactive media, such as stories, games, and animation. In this paper, the author tries to use Scratch in designing and building an interactive game, called Swimming Fish. The project has been done completely and shared to all people through Scratch website.
 Index terms—game, interactive, project, Scratch, swimming fish
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Sari, Mamik Usniyah, Isnaini Muhandhis, Nicholas Wijaya, et al. "Pelatihan Pembuatan Games dengan Scratch Untuk Siswa SMA Wachid Hasyim 5 Surabaya." Pengabdian Masyarakat dan Inovasi Teknologi (DIMASTEK) 3, no. 01 (2024): 144–50. http://dx.doi.org/10.38156/dimastek.v3i01.72.

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In the increasingly developing digital era, there are several computer skills that high school students must have. One of them is understanding the basics of programming and software development. This service program aims to introduce basic programming concepts and systematic logical thinking to Wachid Hasyim 5 High School students and motivate students to learn computers as a basic skill that must be possessed in the current era by creating game programs with Scratch. The implementation of this training was carried out using a participatory approach where the implementing team provided direct
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Simpkins, N. K. "I Scratch and Sense But Can I Program?" International Journal of Information and Communication Technology Education 10, no. 3 (2014): 87–116. http://dx.doi.org/10.4018/ijicte.2014070107.

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This article reports an investigation into undergraduate student experiences and views of a visual or ‘blocks' based programming language and its environment. An additional and central aspect of this enquiry is to substantiate the perceived degree of transferability of programming skills learnt within the visual environment to a typical mainstream textual language. Undergraduate students were given programming activities and examples covering four basic programming concepts based on the Sense programming language which is intended to simplify programming. Sense programming statements are repre
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Concialdi, P. J., and C. Purdue. "STARTING FROM SCRATCH! BEGINNING AN ATHLETIC TRAINING PROGRAM." Medicine & Science in Sports & Exercise 18, supplement (1986): S93. http://dx.doi.org/10.1249/00005768-198604001-00461.

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14

Reid, Michele. "Building an academic library fundraising program “from scratch”." Bottom Line 23, no. 2 (2010): 53–56. http://dx.doi.org/10.1108/08880451011073518.

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15

Hope, Joan. "Create an innovative, hands-on program from scratch." Dean and Provost 20, no. 2 (2018): 12. http://dx.doi.org/10.1002/dap.30512.

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Gauthier, Thibault, and Josef Urban. "Learning Program Synthesis for Integer Sequences from Scratch." Proceedings of the AAAI Conference on Artificial Intelligence 37, no. 6 (2023): 7670–77. http://dx.doi.org/10.1609/aaai.v37i6.25930.

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We present a self-learning approach for synthesizing programs from integer sequences. Our method relies on a tree search guided by a learned policy. Our system is tested on the On-Line Encyclopedia of Integer Sequences. There, it discovers, on its own, solutions for 27987 sequences starting from basic operators and without human-written training examples.
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Changhoon Lee, 김기열, Kisoo Kim, 김종승, and 허혜연. "The Development and Application of Elementary School STEAM Program Utilizing Scratch Program." Journal of Korean Practical Arts Education 19, no. 1 (2013): 189–207. http://dx.doi.org/10.17055/jpaer.2013.19.1.189.

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18

Kristiyanto, Arip, Andi Romansyah, Selly Septiani, et al. "Pengenalan Koding dan Program Scratch Bagi Siswa MA Mathla'ul Anwar Baros Upaya Meningkatkan Literasi Digital." ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT 6, no. 2 (2023): 440. http://dx.doi.org/10.33633/ja.v6i2.1132.

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Era digital saat ini kemampuan berfikir komputasi sangat penting dimiliki oleh siswa, berfikir komputasi sekarang merupakan salah satu bentuk literasi. Pemrograman atau koding komputer merupakan salah satu cara untuk meningkatkan kemampuan berpikir komputasi. Dengan koding melatih siswa dalam pemecahan suatu masalah (problem solving), dalam pemrograman banyak aktivitas yang dapat meningkatkan siswa dalam berpikir logis, sistematis, analitis dan kreatif. Namun dalam memperkenalkan pemrograman dibutuhkan cara yang menyenangkan sebab sebelumnya siswa belum mengenal namanya koding, pemrograman ser
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Erkan, Anil, and Sumeyra Akkaya. "An Investigation of Coding Education Practices in terms of Primary School Students' Algorithmic Thinking Skills and Students' Opinions." Journal of Education in Science, Environment and Health 11, no. 1 (2025): 47–73. https://doi.org/10.55549/jeseh.769.

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This study aims to examine the views of fourth-grade primary school students on coding education given through the Scratch program by determining the students' skills in using the program and algorithmic thinking skills. The study was conducted as a one-group study with an embedded mixed design. The study group consisted of 32 students attending the 4th grade in a primary school. The data were collected using the Algorithmic Thinking Skills Scale developed by the researcher, Semi-structured Interview Form, Student Diaries, Scratch Programming Skills Checklists and Researcher Diary. According t
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Park, Youngki, and Youhyun Shin. "Comparing the Effectiveness of Scratch and App Inventor with Regard to Learning Computational Thinking Concepts." Electronics 8, no. 11 (2019): 1269. http://dx.doi.org/10.3390/electronics8111269.

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Scratch and App Inventor are two of the most widely used block-based programming languages for young students. These are educational languages which allow students to program easily by dragging and dropping their code blocks. One question that arises in relation to these educational languages is which of them would be more helpful in fostering computational thinking. It is difficult to answer this question because each language has its own advantages. In this paper, we propose a novel rubric based on Dr. Scratch for assessing both Scratch and App Inventor projects in terms of computational thi
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Hryciw, E., M. Courtney, N. Herian, et al. "Establishing a Home Nocturnal Hemodialysis Program: “Starting From Scratch”." Hemodialysis International 8, no. 1 (2004): 98. http://dx.doi.org/10.1111/j.1492-7535.2004.0085ba.x.

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Prayogo, Dimas Pandu, Dwi Kurnia, Intan Zahra Aulia, and Mustika Mustika. "IMPLEMENTASI GAME EDUKASI BERBASIS SCRACTH UNTUK MEMBANGUN LITERASI NUMERASI PESERTA DIDIK SEKOLAH DASAR." Jurnal Mahasiswa Ilmu Komputer 4, no. 2 (2023): 151–58. http://dx.doi.org/10.24127/ilmukomputer.v4i2.4171.

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ABSTRAK Budaya literasi bangsa merupakan salah satu cara untuk menciptakan generasi yang berperadaban, memiliki keterampilan dalam berbagai bidang kehidupan. Melalui program Kampus Mengajar yang diadakan oleh merdeka belajar kampus merdeka (MBKM) yang diimplementasikan oleh mahasiswa yang diharapkan dapat membantu proses peningkatan budaya literasi serta numerasi pada SD maupun SMP sekolah sasaran. Yang dimana proses pembelajaran masih menggunakan media buku dan papan tulis. Hal ini menjadikan peserta didik merasa bosan dengan metode pembelajaran yang monoton sehingga menyebabkan turunnya lite
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Holeva-Eklund, Whitney M., Mina L. Liebert, Jennifer Howard Smith, Jodi Mack, and Timothy K. Behrens. "Effects of a Nutrition Program on School Cafeteria Lunch: An Expanded Commentary." International Quarterly of Community Health Education 40, no. 3 (2019): 243–45. http://dx.doi.org/10.1177/0272684x19865648.

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The aim of this commentary is to expand upon results of previously published work on improving nutrition of cafeteria lunches in elementary schools of a high-need school district in southern Colorado, USA, between 2009 and 2015. The intent of the program was to improve the quality of school lunches by training cafeteria staff to prepare meals from scratch using fresh produce and minimally processed proteins as well as to reduce the sodium, sugar, and fat content of the food prepared. The program was successful in improving the quality and nutritional content of school lunch entrees by providin
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Schweikl, Sebastian, and Gordon Fraser. "RePurr: Automated Repair of Block-Based Learners’ Programs." Proceedings of the ACM on Software Engineering 2, FSE (2025): 1475–98. https://doi.org/10.1145/3715786.

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Programming is increasingly taught using dedicated block-based programming environments such as Scratch. While the use of blocks instead of text prevents syntax errors, learners can still make semantic mistakes implying a need for feedback and help. Since teachers may be overwhelmed by help requests in a classroom, may not have the required programming education themselves, and may simply not be available in independent learning scenarios, automated hint generation is desirable. Automated program repair can provide the foundation for automated hints, but relies on multiple assumptions: (1) Pro
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Anwar, Khairul, Kamid Kamid, Wawan Kurniawan, Sofnidar Sofnidar, and Alrizal Alrizal. "Peningkatan Ketrampilan Berfikir Computational Thinking Dalam Pembelajaran Berbasis Programming-Matematika Menggunakan Menggunakan Scratch." Jurnal JUPEMA 4, no. 1 (2025): 50–60. https://doi.org/10.22437/jupema.v4i1.38084.

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Enhancing computational thinking in mathematics education is critical in today’s digital era. To address this need, the Mathematics Subject Teachers’ Group (MGMP) of Jambi City participated in a focused training program that integrated Scratch into mathematics instruction. The program comprised a pre-training needs survey, an intensive hands‐on workshop, and classroom implementation. Pre‐ and post‐training assessments revealed that 90% of participating teachers increased their understanding of Scratch‐based teaching, leading to an average 80% improvement in their computational thinking skills.
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Bal, Irene, Karen Terrell, Hoang Bui, and Stacy Williams. "Integrating CT/CS into a Teacher Education Program: A Year-Long PD." Journal of Technology-Integrated Lessons and Teaching 4, no. 1 (2025): 74–95. https://doi.org/10.13001/jtilt.v4i1.9349.

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This grant-funded, year-long professional development (PD) for higher education faculty focused on integrating computational thinking (CT) and computer science (CS) in preservice teacher education courses. A full-day PD was followed-up by four 15-minute PD sessions held during the Teacher Education Department (TED) meetings, supporting all TED faculty. A PD spinoff initiative, “Focused Faculty,” supported five TED faculty in planning and implementing a CT/CS lesson in one of their courses in Spring 2024. Multiple materials and activities were utilized in this PD including Scratch Jr., Scratch,
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Sholeh, Muhammad, I. Wayan Julianta Pradnyana, and Izza Wildan Ridhoni. "Menumbuhkan Minat Anak-Anak dalam Belajar Koding dengan Menggunakan Aplikasi Scratch." Abdiformatika: Jurnal Pengabdian Masyarakat Informatika 2, no. 2 (2022): 72–79. http://dx.doi.org/10.25008/abdiformatika.v2i2.151.

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Memahami logika program komputer dapat dilakukan sejak dini pada usia anak-anak. Proses menumbuhkan minat anak-anak untuk belajar program komputer dapat menggunakan aplikasi yang sederhana dan dengan mengembangkan logika program komputer dalam permainan game. Tujuan dari pengabdian pada masyarakat ini diantaranya bagaimana memberikan pengetahuan program komputer pada anak-anak yang masih menempuh sekolah dasar, memberikan pemahaman cara bekerja suatu program dan mengimplementasikan program komputer dalam bentuk permainan game. Metode pelaksanaan diawali dengan wawancara dengan PAMS (Lembaga Pe
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Ruiz-Calzado, Inmaculada. "Scratch y TEA: Desarrollo lúdico de las habilidades sociolingüísticas." HUMAN REVIEW. International Humanities Review / Revista Internacional De Humanidades 12, no. 4 (2022): 1–11. https://doi.org/10.37819/humanrev.v12i4.1058.

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This study aimed to identify the socio-occupational characteristics of teachers that influence the use of the Scratch program as a strategy that favors the development of sociolinguistic skills in students with ASD. The methodology used was quantitative. This was a case study carried out in a public educational center in the province of Córdoba (Spain). The instrument used was a questionnaire completed by teachers of Primary Education and Secondary Education.The most interesting results showed the increase in the motivation of TEA students by adapting the activities through the Scratch program
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Ruiz-Calzado, Inmaculada. "Scratch y TEA: Desarrollo lúdico de las habilidades sociolingüísticas." HUMAN REVIEW. International Humanities Review / Revista Internacional De Humanidades 12, no. 4 (2022): 1–11. https://doi.org/10.37819/revhuman.v12i4.1058.

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This study aimed to identify the socio-occupational characteristics of teachers that influence the use of the Scratch program as a strategy that favors the development of sociolinguistic skills in students with ASD. The methodology used was quantitative. This was a case study carried out in a public educational center in the province of Córdoba (Spain). The instrument used was a questionnaire completed by teachers of Primary Education and Secondary Education.The most interesting results showed the increase in the motivation of TEA students by adapting the activities through the Scratch program
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Yu, Lei, Zhi Yong Liu, Dong Rui Fan, et al. "Study on the Mapping of Streaming Application on Many-Core Architecture." Applied Mechanics and Materials 58-60 (June 2011): 298–303. http://dx.doi.org/10.4028/www.scientific.net/amm.58-60.298.

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Streaming program is an important application of large-scale parallel processing. The common parallel method for streaming program is not suitable for many-core architecture. For the streaming programs, this paper proposes a novel mapping method based on hardwire architecture. The method uses SPM (Scratch-Pad Memory) to transfer the data. Thus, the number of accessing shared Cache is reduced and the cost of communication is also reduced. The experimental results show the effectiveness of the method.
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Belokonova, S. S., and M. S. Plotnikova. "Block Python as a transition stage in learning programming." Informatics in school, no. 7 (November 19, 2021): 57–62. http://dx.doi.org/10.32517/2221-1993-2021-20-7-57-62.

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Learning programming is an integral part of the school informatics course. The teachers often start to teach programming with the "childish" language Scratch, which, despite its simplicity, makes it possible to write not only the simplest program, but also quite complex programs that reflect the basic principles of programming such as variables, loops, branches, etc. Continuing learning programming pupils can use Python, which is one of the most popular programming languages. The article proposes an approach to implementing the continuity of programming learning in the transition from learning
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Nathania Insani, Imas Dewi Orvala, Revina Aurigha Firdaus, Handika Dio Pradana, Aditya Ramadhan Wahyu Santoso, and Dodik Arwin Dermawan. "Penggunaan Pengembangan Virtual Reality Scratch sebagai Media Pembelajaran." Jurnal Informatika dan Teknologi Komputer ( J-ICOM) 4, no. 2 (2023): 72–77. https://doi.org/10.55377/j-icom.v4i2.7543.

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Pemrograman berbasis visual merupakan metode pembuatan suatu program dimana programmer akan mengkoneksikan antara objek-objek dengan menggambar, menunjuk, serta mengklik pada diagram atau ikon dan berinteraksi dengan diagram alur. Pemrograman berbasis visual sendiri menggunakan adanya visualisasi dimana terdapat penggunaan representasi visual seperti grafik, gambar ataupun animasi untuk menggambarkan suatu program, data, struktur, atau tingkah laku sistem dinamis yang kompleks. Di dalam Scratch, terdapat bahasa pemrograman yang berbasis windows dari Microsoft. Sedangkan Virtual Reality adalah
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Turan, Selva Büşra, and Ahmet Erdoğan. "Scratch's Impact on Technological Pedagogical Content Knowledge, Computational Thinking Skills, and Computing Attitudes of Prospective Elementary Mathematics Teachers." Abant İzzet Baysal Üniversitesi Eğitim Fakültesi Dergisi 25, no. 1 (2025): 425–45. https://doi.org/10.17240/aibuefd.2025..-1443206.

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The purpose of this study is to examine the impact of the Scratch program on prospective elementary mathematics teachers Technological Pedagogical Content Knowledge (TPACK), Computational Thinking Skills, and Computing Attitudes. The study involved 73 prospective elementary mathematics teachers. Among various experimental models, a single-group pretest-posttest experimental design was chosen for this study. Before and after the Scratch training, the Technological Pedagogical Content Knowledge (TPACK) Scale, the Computational Thinking Skills Scale and the Computing Attitude Scale were administe
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Choi, Su-Youn, and Dea-Woo Park. "Analysis and Study of Game Algorithm using Program Language Scratch." Journal of Engineering and Applied Sciences 14, no. 1 (2019): 3942–45. http://dx.doi.org/10.36478/jeasci.2019.3942.3945.

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Noh, Hee Jin, and Seoung Hye Paik. "Students' Perception of Scratch Program using High School Science Class." Journal of The Korean Association For Research In Science Education 35, no. 1 (2015): 53–64. http://dx.doi.org/10.14697/jkase.2015.35.1.0053.

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O'Shea, Gerad, Jenny Edmondson, Elaine McDonnell, and Megan Lopes. "Improving School Nutrition Program Professionals’ Culinary and Scratch Cooking Confidence." Journal of Nutrition Education and Behavior 55, no. 7 (2023): 115. http://dx.doi.org/10.1016/j.jneb.2023.05.244.

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Kukharuk, Alexey, Yoshiko Goda, and Katsuaki Suzuki. "Designing an Online PD program with 4C/ID from Scratch." International Journal of Designs for Learning 14, no. 2 (2023): 72–86. http://dx.doi.org/10.14434/ijdl.v14i2.34676.

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The original impetus for the design of our professional development (PD) program came from the first author’s interest in PD in general and what makes it effective. We begin our presentation with a brief explanation of the core literature that affected our thinking and then introduce the context in which and for which the PD program was designed. This is followed by a presentation of the steps we took to design our PD program with 4C/ID. For ease of reading, we split the design process into 15 distinct steps, each focusing on a major milestone in the design process and introducing the challeng
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Firdaus, Firdaus, Muhtar Sofwan Hidayat, Eli Trisnowati, Alviana Maya Sabilla, Firman Ade Purnomo, and Dendi Nur Ahmad. "PKM KELOMPOK KERJA GURU SD KECAMATAN GARUNG KABUPATEN WONOSOBO DALAM MENINGKATKAN KEMAMPUAN GURU DALAM MENCIPTAKAN GAME EDUKATIF BERBASIS SCRATCH." As-Sidanah : Jurnal Pengabdian Masyarakat 6, no. 2 (2024): 250–66. http://dx.doi.org/10.35316/assidanah.v6i2.250-266.

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The 21st century requires everyone to adapt to digital culture. Computational thinking skills help deal with digital culture. These skills can be provided to students through teaching and learning. However, there are several obstacles to achieving this goal. First, teachers do not yet understand how to teach students computing skills through classroom learning. Second, there needs to be more teaching skills based on computational thinking. This community service aims to improve teachers' abilities in training students' computational thinking skills. This is done in the context of teaching and
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Jo, Yunju, Seok-Ju Chun, and Jungwoo Ryoo. "Tactile Scratch Electronic Block System: Expanding Opportunities for Younger Children to Learn Programming." International Journal of Information and Education Technology 11, no. 7 (2021): 319–23. http://dx.doi.org/10.18178/ijiet.2021.11.7.1529.

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This paper introduces our work on the development of a novel system for applying MIT’s Scratch to teaching classes of four to eight-years-old students. Scratch is a visual, block-based programming language designed for anybody to create a computer program without the worry of syntax errors by assembling icon-like command blocks. However, four to eight-year-old students have trouble using a computer mouse or keyboard and face difficulties when trying Scratch programming. This research developed a tactile, electronic block system that allows students to manipulate physical objects in a tangible
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García, Victor. "Analysis of the Learning Process of Computer Programming Logic in an 8-Year-Old Elementary School Student at Home through the Scratch Program." Digital 4, no. 1 (2023): 69–91. http://dx.doi.org/10.3390/digital4010002.

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This paper presents a study guide and an analysis of its use in the computer programming learning process of an 8-year-old elementary school student through the Scratch program. The research’s objective is to explore and understand how this individual student approaches learning programming skills and tackles challenges within the Scratch environment. An individual case study approach was adopted at home, combining qualitative and quantitative methods to gain a comprehensive insight into the student’s learning process. The study was conducted without grant support, and the researcher actively
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Wikasari, Ayu, Gede Suweken, and I Nengah Suparta. "PENGEMBANGAN LKPD BERBANTUAN SCRATCH UNTUK MENINGKATKAN KEMAMPUAN COMPUTATIONAL THINKING SISWA SMP." Jurnal Math-UMB.EDU 11, no. 3 (2024): 231–38. http://dx.doi.org/10.36085/mathumbedu.v11i3.6594.

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Tujuan penelitian ini adalah untuk menghasilkan LKPD berbantuan scratch yang valid, praktis dan efektif untuk meningkatkan kemampuan Computational Thinking siswa. Penelitian ini merupakan penelitian desain yang menggunakan prosedur penelitian dari Plomp yaitu Preliminary Research, Prototyping, dan Assessment. Subjek penelitian adalah siswa kelas VIII SMP AMI Denpasar dengan rincian kelas VIII C (uji coba terbatas) sebanyak 10 siswa, kelas VIII A (uji coba lapangan I) sebanyak 21 siswa, dan kelas VIII B (uji coba lapangan II) sebanyak 22 siswa. Instrumen penelitian yang digunakan yaitu lembar v
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Ortiz-Colon, Ana Maria, and Jose Luis Maroto Romo. "Teaching with Scratch in Compulsory Secondary Education." International Journal of Emerging Technologies in Learning (iJET) 11, no. 02 (2016): 67. http://dx.doi.org/10.3991/ijet.v11i02.5094.

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The article analyzes the impact that the use of Scratch has in a group of students of Compulsory Secondary Education in the development of the teaching unit. For this we have studied the evolution of creative thought and analyzed the considerations made by the different actors involved, students and teachers. Qualitative and quantitative data are intended to complement the type of evidence and notes in research design followed. The tools used were the interview, field notes, diary of the researcher and the rubric adapted and created by Eduteka. The research results indicate that with the use o
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Winarsih, Nurul Anisa Sri, Muhammad Syaifur Rohman, Galuh Wilujeng Saraswati, Edy Mulyanto, and Naya Alifiah az Azar Putri Mardiantara. "Penalaran Logika menggunakan Scratch pada SD Negeri Pendrikan Lor 03." ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT 7, no. 2 (2024): 684. http://dx.doi.org/10.62411/ja.v7i2.2258.

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Kemampuan berpikir kritis dan logis sangat penting untuk perkembangan kognitif siswa di era perubahan zaman yang cepat. Meskipun hasil Program for International Student Assessment (PISA) menunjukkan bahwa kemampuan berpikir kritis siswa di Indonesia masih rendah, namun potensi peningkatan dapat terlihat. Indonesia memiliki high equity meskipun berada pada kuadran low performance, menunjukkan kesempatan untuk pengembangan lebih lanjut. Kemampuan berpikir logis melibatkan analisis masalah secara sistematis, yang dapat ditingkatkan melalui model pembelajaran yang tepat. Dalam konteks ini, Scratch
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Deden Rosid Waltam and Wawan Budiarto. "Pelatihan Membuat Karakter Animasi Menggunakan Aplikasi Scratch." Jurnal Kemitraan Masyarakat 2, no. 2 (2025): 182–203. https://doi.org/10.62383/jkm.v2i2.1662.

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Training in creating animated characters using the Scratch application serves as an introduction to block-based programming fundamentals that are simple, easy to operate, interactive, and engaging. This training offers promising competency outcomes, as students can further develop their skills through animated stories, games, or presentations. Since 2018, the Ministry of Education and Culture has promoted the integration of informatics education into the 2013 curriculum, including computational thinking skills, which are essential for both current and future generations. The partner for this c
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Shadmehr, Reza. "A Neural Model for Generation of Some Behaviors in the Fictive Scratch Reflex." Neural Computation 1, no. 2 (1989): 242–52. http://dx.doi.org/10.1162/neco.1989.1.2.242.

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We have studied the scratch reflex in order to better understand the strategy that the spinal neural structures use to program limb movements. A network is proposed for the positioning and rhythmic portions of the scratch reflex in the deafferented preparation. This model is based on Berkinblit's hypotheses regarding organization of neurons constituting the spinal central pattern generator (CPG) for this behavior. We offer a mechanism by which the initial position of the hindlimb can influence the output of the CPG in the immobilized animal.
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Yulianisa, Amelia, and Eyus Sudihartinih. "PENGEMBANGAN MEDIA PEMBELAJARAN MATEMATIKA MATERI PERKALIAN ALJABAR BERBASIS APLIKASI SCRATCH." Jurnal Pendidikan Matematika Universitas Lampung 10, no. 2 (2022): 142–56. http://dx.doi.org/10.23960/mtk/v10i2.pp142-156.

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This research aims to design learning media based on the Scratch application on algebraic multiplication material. This research method uses the Multimedia Development Life Cycle (MDLC) development model with six stages, namely concept, design, collecting, assembly, testing, and distribution. The test was carried out in two stages, namely functionality testing to check the suitability of program functions and user acceptance testing to find out user responses to the program trial that had been designed by distributing open-ended questions through Google Forms and conducting interviews. The par
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Gavala-González, Juan, Ismael Gálvez-Fernández, Pere Mercadé-Melé, and José Carlos Fernández-García. "Rowing Training in Breast Cancer Survivors: A Longitudinal Study of Physical Fitness." International Journal of Environmental Research and Public Health 17, no. 14 (2020): 4938. http://dx.doi.org/10.3390/ijerph17144938.

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The aim of this study was to determine whether a rowing training program leads to improvements in physical fitness and body composition in women who have survived breast cancer (53.70 ± 7.88 years). The participants (n = 30) completed a twelve-week training program consisting of three sessions per week, with each session lasting from sixty to ninety minutes. An anthropometric and general physical fitness assessment was performed before and after the program. The results showed statistically significant improvements in all the physical fitness tests performed: sit and reach (2.82 cm); back scra
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Hidayat Jatmika, Andy, I. W. Agus Arimbawa, Ariyan Zubaidi, I. G. P. Wirarama W.W, and A. Zafrullah M. "Pengenalan Logika dan Algoritma Pemrograman Menggunakan Program Aplikasi Komputer Scratch Bagi Siswa Usia Tingkat Dasar di SD Negeri Model Mataram." Jurnal PEPADU 1, no. 3 (2020): 307–14. http://dx.doi.org/10.29303/jurnalpepadu.v1i3.114.

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Usia dini sebelum menginjak dewasa biasanya anak-anak cenderung bermain ataupun melakukan kegiatan lainya. Pemrograman sangat identik dengan kegiatan yang cukup menguras konsentrasi dan pola pikir sebagai seorang programmer, namun bukan berarti kegiatan pemrograman selalu erat kaitanya dengan orang dewasa. Salah satu aplikasi pemrograman komputer yang didesain khusus untuk anak usia 8 sampai 16 tahun adalah Scratch. Scratch dirancang untuk bermain, pembelajaran sendiri dan animasi. Scratch menggunakan “grafik” untuk mengajarkan logika pemrograman kepada anak. Tujuan dari kegiatan pengabdian ke
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Parekh, Vanita, Marian Currie, and Cassandra Beaumont Brown. "A Postgraduate Sexual Assault Forensic Medicine Program: Sexual assault medicine from scratch." Medicine, Science and the Law 45, no. 2 (2005): 121–28. http://dx.doi.org/10.1258/rsmmsl.45.2.121.

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A government-funded service to provide forensic and medical care to survivors of sexual assault was established in the Australian Capital Territory (ACT) in 2001. Doctors employed by the service lacked the specific skills required to care comprehensively for survivors. Our aim was to develop, implement and evaluate a sexual assault medical education program. It consisted of an `in-house' education program, and external university course and incorporated team-building, networking activities and protocol development. Core elements were: forensic evidence collection, assessment and management of
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Nuraeni L, Epon, Muhammad Rijal Wahid Muharram, and Berliana Suciati Fajrin. "DESAIN GAME EDUKASI SIFAT-SIFAT BANGUN DATAR SEGIEMPAT MENGGUNAKAN APLIKASI SCRATCH." Attadib: Journal of Elementary Education 5, no. 2 (2021): 140. http://dx.doi.org/10.32507/attadib.v5i2.962.

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Penelitian ini bertujuan untuk mendesain game edukasi sifat-sifat bangun datar segiempat menggunakan Scratch. Penelitian ini menggunakan model pengembangan Multimedia Development Life Cycle (MDLC). Berdasarkan hasil penelitian diketahui bahwa game edukasi sifat-sifat bangun datar segiempat dapat didesain dengan baik menggunakan Scratch melalui model pengembangan MDLC. Game edukasi ini diharapkan dapat membantu guru dan peserta didik dalam pembelajaran. Penulis menyarankan agar game edukasi yang telah didesain dapat diujicobakan di sekolah atau publish di internet sehingga dapat digunakan oleh
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