Academic literature on the topic 'Scratch programming'

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Journal articles on the topic "Scratch programming"

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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 (August 14, 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 Turkish Ministry of National Education (MoNE) secondary schools who used Scratch software in their courses. According to exploratory and confirmatory factor analyses results, final version for perceptions scale of ICT teachers regarding the contributions of block-based visual programming language (Scratch) includes 28 items. The Cronbach Alpha coefficient is 0.97. This scale can help the practitioners who aims at understanding the contributions of Scratch and the other block-based visual programming languages from ICT teachers’ perspective; the researchers who wish to investigate this contribution according to various variables and the decision-makers of using Scratch in programming instruction programs.
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Iskrenovic-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.

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Chun, 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.

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In this paper, we introduce an original, classroom-based approach for teaching Scratch programming to 6th grade elementary school students. Scratch is a programming language that involves assembling icon-based command blocks. It was designed to avoid the complex syntax errors seen in other programming languages, making it especially accessible for younger learners. While Scratch does provide a visual programming environment in which potentially just about anyone can learn to read and write programming code, there can still be a reduced overall interest in learning programming, because younger learners in particular can find it difficult to intuitively understand or be stimulated by abstract concepts of programming such as sequences, conditions, and repetition, which are present in Scratch. Our research involves the development of a tangible, electronic block system that allows students to manipulate physical objects with their hands to perform programming tasks. The system consists of a Scratch simulator and physical, Scratch electronic blocks embodying Scratch user interface shapes. We devised and delivered a programming course to 6th grade Korean elementary school students using our block system. The results are encouraging.
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Armoni, 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.

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Hansun, 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.

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In this modern era, the need to have a more tinkerable, more meaningful, and more social programming language has arisen. One of the programming environments that catch up with this issue is Scratch. In this paper, the author tries to explain Scratch as a visual programming language, its’ basic concepts, and its’ implementations. As an example, one interactive game that has been built using Scratch is shown at the end of this paper. Index terms - game, Scratch, visual programming.
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Lazebna, 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.

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This paper focuses on Scratch language of programming and traces its math and linguistic features. From a complex consideration about Scratch language programming in linguistic paradigm, focusing on structural, semantic and syntactic features and logic of its narration, this research attempts to clarify specifics of the language and correlate it with the English language features. Global integration of ideas and sciences underline the crucial importance of programming and language conglomerate. Human-computer interfaces, software systems, and development of various programming languages depend on well-balanced structure, shape, logic, and appearance of the actual code. Dynamic characteristics of the Scratch programming environment sustain the creation of interactive and media-rich projects. Ad expansion of Scratch for mediation of animated stories, music videos, science projects, tutorials, and other contents necessitates multifaceted analysis of this programming environment and evokes the interest of researching Scratch from the math and linguistic perspective as one possible projection on various aspects of the considered programming language.
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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 way to conduct their programming tasks. The system consists of a Scratch simulator and physical, electronic blocks embodying the Scratch user interface shapes. We taught programming to the classes of second-grade elementary school students (eight-years-old) using our system. The results are encouraging. Our subjects’ interest in programming improved from 3.23 to 4.0 out of the scale of 5, and fifteen students out of twenty five were able to solve nine questions on sequence, loop, and control structure successfully, which are fundamental concepts of programming.
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Balouktsis, 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.

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Muñoz, 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.

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Gruenbaum, Peter. "Undergraduates Teach Game Programming Using Scratch." Computer 47, no. 2 (February 2014): 82–84. http://dx.doi.org/10.1109/mc.2014.49.

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Dissertations / Theses on the topic "Scratch programming"

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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.

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Critical 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.

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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.

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Critical 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 sociallyjust 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.
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Beug, Anne. "Teaching Introductory Programming Concepts: A Comparison of Scratch and Arduino." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/778.

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Computing has become an integral part of modern America. The Bureau of Labor Statistics estimates that between 2008 and 2018, the United States will have 1.4 million job openings in computing fields [1]. Since the early 2000's (just after the "dot com bust"), the number of students enrolled in computing majors (Computer Science, Computer Engineering, etc.) dropped precipitously by over 50%, only starting to rise again in 2009 [2]. One way to rectify to this gap between demand and supply is to start training students in computational thinking during high school. While the Computer Science Advanced Placement AB test has been retired, a new AP test called "CS Principles" has been added to the suite of tests [3], highlighting the importance of computing to a modern education. Not only will we need more computing professionals, people in other professions will need to have computing skills. We propose in this thesis a comparison of two computing platforms. Scratch is a well-proven platform that teaches core programming concepts through a graphical programming interface. Arduino boards are open-source microcontrollers with an accompanying development environment and C-like language. We develop a parallel curriculum in Scratch and Arduino and compare the two. While we are unable to draw conclusive results from our quantitative study, from our qualitative research we see that Arduino is unsuitable for teaching core programming concepts to computing novices.
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Long, Xingyu. "Understanding Common Scratch Programming Idioms and Their Impact on Project Remixing." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103475.

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As Scratch has become one of the most popular educational programming languages, understanding its common programming idioms can benefit both computing educators and learners. This understanding can fine-tune the curricular development to help learners master the fundamentals of writing idiomatic code in their programming pursuits. Unfortunately, the research community's understanding of what constitutes idiomatic Scratch code has been limited. To help bridge this knowledge gap, we systematically identified idioms as based on canonical source code, presented in widely available educational materials. We implemented a tool that automatically detects these idioms to assess their prevalence within a large dataset of over 70K Scratch projects in different demographic and project categories. 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 observed that different idioms may associate with dissimilar types of code changes. Code changes in remixes are desirable, as they require a meaningful programming effort that spurs the learning process. The ability to substantially 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 indeed 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.
Master 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.
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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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2014.
Cataloged 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.
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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.

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O presente relatório surge no âmbito da Prática de Ensino Supervisionada do curso de Mestrado em Ensino de Informática da Universidade de Évora e foi realizado na escola Secundária/3 Rainha Santa Isabel. A programação continua a ser vista como algo complexo e inatingível para a maioria das pessoas. Além disso, os docentes têm evidenciado algumas dificuldades no ensino da mesma, devido à escolha incorreta do método de ensino e à falta de capacidade para integrar os conceitos do pensamento computacional na sua planificação. No que concerne à investigação quase experimental, foi possível observar que a Programação por Pares aparentemente não tem impacto na confiança, na satisfação e no valor social atribuído nos alunos participantes. Por outro lado, em relação ao conhecimento do conteúdo, os resultados parecem mais animadores devido a um conjunto de fatores que não foi possível controlar, e por isso, colocamos naturalmente algumas reservas; Learning strategies of programming in primary and secondary education: An exploratory study using the method of "pair programming" Abstract: This report comes as a result of the Supervised Teaching Practice, a part of the Masters course of Computer Science Teaching from Évora University, at Secondary School/3 Rainha Santa Isabel, Estremoz. Programming is still seen as something complex and unattainable by most people. Besides, teachers have also shown some difficulties in teaching programming, due to an incorrect choice of teaching methods and lack of ability to integrate the concepts of computational thinking in their teaching plans. As far as this almost experimental investigation is concerned, it was possible to observe that Peer Programming has no visible impact in the confidence, satisfaction and social value of participating students. On the other hand, the results about the knowledge of the contents seem more encouraging due to a set of factors impossible to control, and that is why we have some reservations about them.
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Olsson, 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.

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Elever i Sverige ska från och med höstterminen 2018 lära sig programmering och det är nu ett obligatoriskt område i det centrala innehållet i matematikämnet. Programmering är ett outforskat område för många verksamma matematiklärare som menar att de inte har tillräcklig kompetens och kunskap för att undervisa om det. Denna litteraturstudie syftar därför, till att genom didaktisk forskning, beskriva visuell blockbaserad programmering i matematikundervisningen då elever i årskurs 4-6 ska erbjudas möjligheten att arbeta med visuella programmeringsmiljöer. I resultatdelen presenteras undervisningsmetoder, lärarstilar och utmaningar vid användning av blockbaserade programmeringsmiljöer. Debugging visar sig vara en utmärkande metod och en process som kan utveckla elevers lärande. Blockbaserade program kan medföra att elever fokuserar på annat än matematiska koncept, men med en utförlig lärarhandledning skulle eventuellt den problematiken kunna minskas. Studien visar hur och varför blockbaserade programmeringsmiljöer används för att utveckla programmering.
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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 programming environments for blocks lack feedback on how the remixing facility is used in the wild. To gain a deeper insight into remixing, this thesis presents the results of a comprehensive study of this practice in Scratch that investigates the following heretofore unexplored dimensions of remixing: (1) the prevailing modifications that remixes perform on existing projects, (2) the impact of the original project's code quality on the granularity, extent, and development time of the modifications in the remixes, and (3) the propensity of the dominant programming practices in the original project to remain so in the remixes. Our findings can be used to promote those programming practices in the Scratch community that encourage remixing while also improving this practice's effectiveness, thus benefiting the educational and end-user programming communities.
Master 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.
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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 metodologias tradicionais de ensino. Como metodologia de pesquisa optou-se pela abordagem qualitativa de natureza interpretativa do tipo estudo de caso múltiplo. A apreensão dos dados foi em campo experimental por meio de questionário socioeducacional e diários de bordo, seguida da análise de conteúdos e descrição dos resultados obtidos. Os participantes do estudo foram adolescentes de 13 escolas públicas e privadas de Ensino Fundamental e do Ensino Médio no Município de Araucária-Pr. O estudo evidenciou o desenvolvimento das funções psicológicas superiores, pensamento computacional nos estudantes como atenção, memória e percepção. Estas habilidades foram observadas durante a elaboração dos projetos, por meio das habilidades de compreensão, planejamento, retrospecto e desenvolvimento de estratégias individuais e coletivas para a solução dos problemas encontrados. Este estudo se diferencia de outros já realizados com o Scratch, pois, enfatiza a busca da liberdade e criatividade dos sujeitos discentes na elaboração de projetos próprios, como estratégia para a autonomia.
The 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.
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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.

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In a world where computers are a part of most people's everyday life, learning how to instruct one to perform time consumingand/or complex tasks is beneficial. Visual programming languages aim to make the experience for people programmingcomputers the best it can be by bypassing some of the issues of syntax and translation from mental plan to executable program. However, text-based languages come out on top when it comes to the programming languages most used. This paper aims at finding the strengths and weaknesses of teaching a visual programming language to novices in order to contribute to the otherwise lacking empirical evidence within the field of teaching computer programming. The methods used in order to collect data and answer the research question took inspiration from methods used in ethnomethodology. These methods were: observation through participation within a group of programming novices and semi-structured interviews with programming tutors. What can be seen from the study is that visual programming languages offer a quick introduction to the world of programming that in many ways plays down the difficulties within the area by making programming playful and creative. On the other hand, the boundaries of the language are quickly reached and require the students to switch to a text based language. Also, the visual programming language did not help the students learn how to plan and troubleshoot theirprograms. When progressing to a text-based programming language where planning and troubleshooting are required steps ofthe process this may become troublesome.
I 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.
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Books on the topic "Scratch programming"

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Ford, Jerry Lee. Scratch programming for teens. Boston, MA: Course Technology, 2009.

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Coding projects in scratch. London, UK: Dorling Kindersley, 2016.

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Scratch. Ann Arbor, Michigan: Cherry Lake Publishing, 2015.

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ill, McBeth Glen, ed. Create music with Scratch. Minneapolis: Lerner Publishing Group, 2018.

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Getting to know Scratch. New York: Rosen Central, 2015.

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Understanding coding with Scratch. New York, NY: PowerKids Press, 2016.

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How to read Scratch computer code. North Mankato, MN: Child's World, 2018.

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Mike, Kraley, ed. XML Web documents from scratch. Indianapolis, IN: Que Pub., 2000.

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Gabriel, Oancea, ed. Visual Basic 6 from scratch. Indianapolis: Que, 1999.

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Scratch 2.0 dong hua you xi she ji. Xinbei Shi: Bo shuo wen hua gu fen you xian gong si, 2015.

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Book chapters on the topic "Scratch programming"

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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.

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Cohen, 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.

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Kurniawan, 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.

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Vaníček, 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.

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Watkiss, 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.

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Moros, 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.

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Marques, 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.

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Lye, 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.

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Chang, 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.

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Yoshihara, 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.

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Conference papers on the topic "Scratch programming"

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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.

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Förster, 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.

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Kesselbacher, 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.

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Dasgupta, 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.

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Arnold, 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.

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Arnold, 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.

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Wang, 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.

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Kim, 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.

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Papadakis, 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.

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Keller, 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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