Academic literature on the topic 'Scratch programming'
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Journal articles on the topic "Scratch programming"
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 (August 14, 2020): 53–71. http://dx.doi.org/10.21585/ijcses.v4i1.59.
Full textIskrenovic-Momcilovic, Olivera. "Pair programming with scratch." Education and Information Technologies 24, no. 5 (April 8, 2019): 2943–52. http://dx.doi.org/10.1007/s10639-019-09905-3.
Full textChun, Seok-Ju, Yunju Jo, and Seungmee Lee. "The Effect of Programming Classes with Tangible Scratch Blocks on the Programming Interest of 6th Grade Elementary School Students." International Journal of Information and Education Technology 11, no. 9 (2021): 405–9. http://dx.doi.org/10.18178/ijiet.2021.11.9.1542.
Full textArmoni, Michal, Orni Meerbaum-Salant, and Mordechai Ben-Ari. "From Scratch to “Real” Programming." ACM Transactions on Computing Education 14, no. 4 (February 24, 2015): 1–15. http://dx.doi.org/10.1145/2677087.
Full textHansun, Seng. "Scratch Pemrograman Visual untuk Semuanya." Jurnal ULTIMA InfoSys 5, no. 1 (June 1, 2014): 41–48. http://dx.doi.org/10.31937/si.v5i1.218.
Full textLazebna, Nataliia, Yuliya Fedorova, and Mariia Kuznetsova. "SCRATCH LANGUAGE OF PROGRAMMING VS ENGLISH LANGUAGE: COMPARING MATHEMATICAL AND LINGUISTIC FEATURES." EUREKA: Physics and Engineering 6 (November 30, 2019): 34–42. http://dx.doi.org/10.21303/2461-4262.2019.00982.
Full textJo, 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.
Full textBalouktsis, Ioannis. "Learning Renewable Energy by Scratch Programming." Επιστημονική Επετηρίδα Παιδαγωγικού Τμήματος Νηπιαγωγών Πανεπιστημίου Ιωαννίνων 9, no. 1 (September 12, 2016): 129. http://dx.doi.org/10.12681/jret.8916.
Full textMuñoz, Roberto, Thiago Barcelos, Rodolfo Villarroel, and Ismar Frango Silveira. "Using Scratch to Support Programming Fundamentals." International Journal on Computational Thinking (IJCThink) 1, no. 1 (October 9, 2017): 68. http://dx.doi.org/10.14210/ijcthink.v1.n1.p68.
Full textGruenbaum, Peter. "Undergraduates Teach Game Programming Using Scratch." Computer 47, no. 2 (February 2014): 82–84. http://dx.doi.org/10.1109/mc.2014.49.
Full textDissertations / Theses on the topic "Scratch programming"
Gregg, Elizabeth A. "Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming." Thesis, Loyola Marymount University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3638178.
Full textCritical media literacy (Kellner & Share, 2005) may better equip children to interpret videogame content and to create games that are nonviolent and socially just. Videogames are growing in popularity in classrooms. Yet educators and parents have concerns about the violent and stereotypical content they include. An earlier study based on the curriculum Beyond Blame: Challenging Violence in the Media (Webb, Martin, Afifi, & Kraus, 2009) examined the value of a media awareness curriculum. In this mixed-method study, I explored the effectiveness of a critical media literacy program that incorporated collaboratively creating nonviolent or socially-just games in teaching fourth-grade students the factors of awareness of violence, marketing, and critical media literacy. Qualitative data collected from teacher reflection notes, student journals, Scratch projects, and interviews revealed the positive effects of the program. Quantitative data supported these conclusions. This highlights the need for schools to engage students in computer programming as a means to learn academics, while educating students in critical media literacy to better enable them to navigate wisely the media saturated world in which they live. In learning programming, students engage in collaborative work, their interactions helping them to collectively create meaning for the symbols they create. Set in a framework of critical media literacy and symbolic interactionism (Blumer, 1969; Mead, 1934), this study provides an innovative model for teaching computer programming and critical media literacy skills to students.
Gregg, Elizabeth Anne. "Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming." Digital Commons at Loyola Marymount University and Loyola Law School, 2014. https://digitalcommons.lmu.edu/etd/199.
Full textBeug, Anne. "Teaching Introductory Programming Concepts: A Comparison of Scratch and Arduino." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/778.
Full textLong, Xingyu. "Understanding Common Scratch Programming Idioms and Their Impact on Project Remixing." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103475.
Full textMaster of Science
With over 68 million users and growing, Scratch has become one of the most popular programming languages for introductory computing learners. As with learning any programming language, understanding common programming idioms used in the language's application domain is important for both computing educators and learners. Educators need this understanding in order to fine-tune their curricular development, while learners can leverage this knowledge to effectively master the fundamentals by writing idiomatic code. Unfortunately, our understanding of what constitutes idiomatic Scratch code thus far has been limited. To address this knowledge gap, we systematically identified idioms based on source code with good code quality, as presented in widely available educational materials. We implemented a tool that automatically detects these idioms to assess their prevalence within a large, diverse dataset of over 70K Scratch projects. Since communal learning and the practice of remixing are one of the cornerstones of the Scratch programming community, we studied the relationship between common programming idioms and remixes. Having analyzed the original projects and their remixes, we found that different idioms may associate with dissimilar types of code changes. The ability to change a project in its remixes hinges on the project's code being easy to understand and modify. Our findings suggest that the presence of certain common idioms can positively impact the degree of code changes in remixes. Our findings can help form a foundation of what comprises common Scratch programming idioms, thus benefiting both introductory computing education and Scratch programming tools.
Graves, Christopher Marten-Ellis. "Scratching with all your fingers : exploring multi-touch programming in Scratch." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91816.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 79-80).
Since the introduction of the iPhone in 2007, many millions of people have used a multi-touch interface; but, due to the inaccessibility of most tablet software development kits, very few of these people have ever developed their own multi-touch interactions. This thesis discusses the challenges in developing a toolkit that allows novices to easily make simple touch-interactive projects, while simultaneously empowering experienced users to create complex, personalized multi-touch interactions. Three potential toolkit designs are presented and evaluated using the principle of "low floors, wide walls, and high ceilings." The toolkits presented have been developed within the context of an upcoming tablet version of Scratch, which aims to allow users of all ages and educational backgrounds (but school-aged children in particular) to easily make and share their own stories, games, and animations on and for the tablet.
by Christopher Marten-Ellis Graves.
M. Eng.
Rosado, Nuno Fernando Franco. "Estratégias de aprendizagem da programação na educação básica e secundária: um estudo exploratório com recurso ao método de "pair programming"." Master's thesis, Universidade de Évora, 2020. http://hdl.handle.net/10174/30146.
Full textOlsson, Julia, and Amanda Tholin. "Blockprogrammering i matematikämnet : En litteraturöversikt om visuell programmering i årskurs F-6." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43593.
Full textKhawas, 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.
Full textMaster of Science
The Scratch programming language has become an intrinsically important tool in introductory CS education. A visual, block-based language, Scratch is web-based, featuring an enormous online programming community, through which projects are eagerly shared. One of the unique learning provisions of Scratch is the ability to easily start a project by modifying someone else’s project, a practice referred to as remixing. Despite the central role that remixing plays in enabling the communal and collaborative learning styles in the Scratch community, the practice of remixing remains inadequately understood. This knowledge gap leaves the Scratch community in the dark about which programming practices encourage and facilitate remixing, as well as deprives Scratch environment designers from actionable feedback on how the remixing facility is used in the wild. To address this problem, this thesis reports on the results of an exploratory study of remixing in Scratch that investigates three heretofore unexplored dimensions of this practice. First, we study the general remixing trends in terms of how remixes modify the original projects. Second, we infer the impact of a project’s code quality on the modifications in its remixes and the development time. Finally, we investigate whether programmers adopt the techniques and practices of the remixed projects. Computing educators can apply our findings to enhance the educational effectiveness of Scratch by encouraging the practice and magnitude of remixing.
Bressan, Manuelle Lopes Quintas. "Scratch! um estudo de caso." Universidade Tecnológica Federal do Paraná, 2016. http://repositorio.utfpr.edu.br/jspui/handle/1/2713.
Full textThe study aimed to analyze how and if a Visual Programming Environment can contribute by supporting the creative processes of adolescents, an auxiliary tool for learning by problem solving, encouraging new ways of using ICT in education. This study is justified by the need to deepen the issues related to the use of ICT in Basic Education teachers and not only the use of projectors and videos to replace the chalkboard, or research tools in search engines only to convey information in order to favor traditional teaching methodologies. As a research methodology was chosen qualitative approach to interpretation, the study of case type. The seizure of the data was in experimental field through socio-educational and daily quiz board, followed by analysis of content and description of the results obtained. Study participants were adolescents from 13 public and private elementary schools and high school in the city of Araucaria-Pr. The study showed the development of higher psychological functions, computational thinking in students such as attention, memory and perception. These skills were observed during the preparation of projects, through the comprehension skills, planning, retrospect and development of individual and collective strategies to solve the problems encountered. This study differs from others already undertaken with Scratch therefore emphasizes the pursuit of freedom and creativity of the subjects students in developing their own projects, as a strategy for autonomy.
Hjorth, Maria. "Strengths and weaknesses of a visual programming language in a learning context with children." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209241.
Full textI en värld där datorer är en del av människors vardag är det fördelaktigt att lära sig att instruera datorer att utföra tidskrävandeoch/eller komplexa uppgifter. Visuella programmeringsspråk syftar till att göra upplevelsen för personer som programmerar så bra som möjligt genom att minska fokuset på syntax och översättning från mental plan till körbart program. Men de mest använda programmeringsspråken är idag de textbaserade språken och inte de visuella. Denna uppsats syftar till att hitta styrkor och svagheter i att lära ut ett visuellt programmeringsspråk för nybörjare för att bidra till bristen på empiriska bevis inom området datorprogrammeringsundervisning. De metoder som användes för att samla data och svara på forskningsfrågantog inspiration från metoder som används inom ethnomethodologi. Dessa metoder var: observation genom deltagande i engrupp av programmeringsnybörjare samt halvstrukturerade intervjuer med programmeringshandledare. Vad som kan konstaterats från resultatet samt diskussionen är att visuella programmeringsspråk erbjuder en snabb introduktion till programmeringsvärlden och på många sätt avdramatiserar området genom att göra programmeringen lekfull och kreativ. Negativa aspekter av att använda visuella programmeringsspråk är å andra sidan att gränserna för språket snabbt nås och kräver att studenterna byter till t.ex. ett textbaserat språk. Det visuella programmeringsspråket hjälpte inte heller eleverna att lära sig att planera och felsöka sina program. När man går vidare till ett textbaserat programmeringsspråk där planering och felsökning krävs steg i processen kan det bli besvärligt.
Books on the topic "Scratch programming"
Ford, Jerry Lee. Scratch programming for teens. Boston, MA: Course Technology, 2009.
Find full textill, McBeth Glen, ed. Create music with Scratch. Minneapolis: Lerner Publishing Group, 2018.
Find full textMike, Kraley, ed. XML Web documents from scratch. Indianapolis, IN: Que Pub., 2000.
Find full textScratch 2.0 dong hua you xi she ji. Xinbei Shi: Bo shuo wen hua gu fen you xian gong si, 2015.
Find full textBook chapters on the topic "Scratch programming"
Hodges, Jason Lee. "Programming Paradigms." In Software Engineering from Scratch, 171–208. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-5206-2_10.
Full textCohen, Edward. "Back to scratch." In Programming in the 1990s, 221–47. New York, NY: Springer New York, 1990. http://dx.doi.org/10.1007/978-1-4613-9706-9_13.
Full textKurniawan, Agus. "Visual Programming with Scratch." In Raspbian OS Programming with the Raspberry Pi, 141–75. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4212-4_5.
Full textVaníček, Jiří. "Programming in Scratch Using Inquiry-Based Approach." In Lecture Notes in Computer Science, 82–93. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-25396-1_8.
Full textWatkiss, Stewart. "Starting with the Basics: Programming with Scratch." In Learn Electronics with Raspberry Pi, 23–53. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-1898-3_3.
Full textMoros, Sílvia, Luke Wood, Ben Robins, Kerstin Dautenhahn, and Álvaro Castro-González. "Programming a Humanoid Robot with the Scratch Language." In Robotics in Education, 222–33. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-26945-6_20.
Full textMarques, António, Carina Guimarães, and Ana Salgado. "Scratch 3 – Beginners Programming Course in 3rd Year of Primary School." In Innovation, Engineering and Entrepreneurship, 1160–66. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91334-6_160.
Full textLye, Sze Yee, and Joyce Hwee Ling Koh. "Case Studies of Elementary Children’s Engagement in Computational Thinking Through Scratch Programming." In Computational Thinking in the STEM Disciplines, 227–51. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-93566-9_12.
Full textChang, Ching, Yu-Ling Lin, and Chih-Kai Chang. "Using Visual Programming Language for Remedial Instruction: Comparison of Alice and Scratch." In Advances in Web-Based Learning – ICWL 2013, 224–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41175-5_23.
Full textYoshihara, Kazuaki, and Kenzi Watanabe. "Practice of Programming Education Using Scratch and NekoBoard2 for High School Student." In Advances in Intelligent Systems and Computing, 752–56. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22354-0_68.
Full textConference papers on the topic "Scratch programming"
Meerbaum-Salant, Orni, Michal Armoni, and Mordechai Ben-Ari. "Habits of programming in scratch." In the 16th annual joint conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1999747.1999796.
Full textFörster, Klaus-Tycho. "Programming in Scratch and Mathematics." In SIGITE/RIIT '15: The 16th Annual Conference on Information Technology Education and the 4th Annual Conference on Research in Information Technology. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2808006.2809636.
Full textKesselbacher, Max, and Andreas Bollin. "Discriminating Programming Strategies in Scratch." In WiPSCE'19: 14th Workshop in Primary and Secondary Computing Education. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3361721.3361727.
Full textDasgupta, Sayamindu, Shane M. Clements, Abdulrahman Y. Idlbi, Chris Willis-Ford, and Mitchel Resnick. "Extending Scratch: New pathways into programming." In 2015 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC). IEEE, 2015. http://dx.doi.org/10.1109/vlhcc.2015.7357212.
Full textArnold, Jason, Heather Bort, Ryan Naugle, Casey O'Hare, and Dennis Brylow. "Multi-track programming competitions with Scratch." In 2015 Research in Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT). IEEE, 2015. http://dx.doi.org/10.1109/respect.2015.7296508.
Full textArnold, Jason, Heather Bort, Ryan Naugle, Casey O'Hare, and Dennis Brylow. "Multi-Track Programming Competitions with Scratch." In SIGCSE '16: The 47th ACM Technical Symposium on Computing Science Education. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2839509.2844634.
Full textWang, Zirui, and Amber Wagner. "Evaluating a Tactile Approach to Programming Scratch." In the 2019 ACM Southeast Conference. New York, New York, USA: ACM Press, 2019. http://dx.doi.org/10.1145/3299815.3314464.
Full textKim, Jeong Ah, and Hee Jin Kim. "Flipped Learning of Scratch Programming with code.org." In the 2017 9th International Conference. New York, New York, USA: ACM Press, 2017. http://dx.doi.org/10.1145/3175536.3175542.
Full textPapadakis, Stamatios, Michail Kalogiannakis, Vasileios Orfanakis, and Nicholas Zaranis. "Novice Programming Environments. Scratch & App Inventor." In the 2014 Workshop. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2643604.2643613.
Full textKeller, Sebastian, Maren Krafft, Gordon Fraser, Neil Walkinshaw, Korbinian Otto, and Barbara Sabitzer. "Improving Scratch Programming with CRC-Card Design." In WiPSCE'19: 14th Workshop in Primary and Secondary Computing Education. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3361721.3362114.
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