Dissertations / Theses on the topic 'Scratch programming'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Scratch programming.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
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.
Wall, Karl. "G#, a graphical approach to functional programming." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-43359.
Full textSyftet med examensarbetet var att med hjälp av inspiration från funktionell programmering, presentera en lösning på hur ett nytt grafiskt programmeringsspråk med ett funktionellt djup och tänk kan konstrueras. Med hjälp av designbaserad forskning har en artefakt tagits fram som genomgått iterationer av utveckling och testning för att uppnå ett resultat som fungerar som tänkt. Det grafiska språket som tagits fram kallas för G# och är ett språk som tillåter programmeraren att programmera på djupet, funktioner skrivs som block inuti block och språket blir kompakt. Tillhörande G# så konstruerades en struktur i ett JSON-format för hur funktioner i G# kan representeras i ett textat dataformat. Syftet med JSON-formatet var att möjliggöra exekvering av G# och transformering till ett textbaserat programmeringsspråk. Av denna studie kan det dras lärdomar kring hur ett programmeringsspråk kan byggas upp från grunden och vilka svårigheter som måste tacklas för att få ett resultat som fungerar. På grund av begränsning av tid så utvecklades endast vanligt förekommande funktioner inom programmering till G#, språkets slutversion kan göra beräkningar, sköta hantering av listor och utföra enklare algoritmer. Vid utvecklingen av G# användes verktyget Draw.io för att konstruera funktioner. Verktyget var begränsat i funktionalitet och presterade inte enligt förväntan. Därför borde en undersökning som svarar på vilket typ av verktyg som är mest lämpligt för utvecklingen av de grafiska funktionerna göras innan utvecklingen börjar.
Lima, William Vieira de, and 97-99176-0112. "Percepção Ambiental e desenvolvimento Scratch: uso da água no pulsar do Rio Juruá – Eirunepé – Amazonas." Universidade Federal do Amazonas, 2018. https://tede.ufam.edu.br/handle/tede/6695.
Full textApproved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2018-10-17T13:04:58Z (GMT) No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertação_William Lima_PROFCIAMB.pdf: 10555440 bytes, checksum: c761c8f2c216f4d7bdc3702c307f74f1 (MD5) Prod. Educ._William_Lima_PROFCIAMB.pdf: 15599207 bytes, checksum: e67f86964ff60467a2e2ceff1bc18767 (MD5)
Made available in DSpace on 2018-10-17T13:04:58Z (GMT). No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertação_William Lima_PROFCIAMB.pdf: 10555440 bytes, checksum: c761c8f2c216f4d7bdc3702c307f74f1 (MD5) Prod. Educ._William_Lima_PROFCIAMB.pdf: 15599207 bytes, checksum: e67f86964ff60467a2e2ceff1bc18767 (MD5) Previous issue date: 2018-07-09
This dissertation is based on the assumption that the use of educational Software Scratch can contribute to the teaching of Environmental Sciences, providing the research subjects with a meaningful learning about the environment in which they live. It aims at the construction of dynamic animations on the use of water with the use of Scratch. In order to reach the proposed objectives of the research the environmental perception of the subjects on the use of water in the pulsar of the Juruá River was studied, as well as the educational Software Scratch and its possibilities for the development of computational thinking. The study was carried out in a public school in the interior of the state of Amazonas, with as participants the teacher-researcher and twenty-four students. The foundation of the work was the Systemic Complexity Approach. Faced with the need to describe and explain the social phenomenon in its context, with use of the Case Study as a methodological procedure, allows the use of multiple sources to explore the phenomenon in depth. The students were encouraged to develop dynamic animations with the use of Scratch and were studied to verify if the tool provides a learning of the contents related to Environmental Sciences, specifically the water theme. For analysis, descriptive statistics were performed, after feeding the database, with records of the interviews, questionnaire and data recorded in the field diary. The research shows that Scratch can be an important aid to the curricular work, due to its motivational, challenging and constructive character, and can be inserted as a pedagogical proposal in basic education schools.
Esta dissertação se baseia no pressuposto de que o uso do Software educacional Scratch pode contribuir para o ensino de Ciências Ambientais, proporcionando aos sujeitos da pesquisa uma aprendizagem significativa sobre o ambiente em que vivem. Tem como objetivo a construção de animações dinâmicas sobre o uso da água com o uso do Scratch. Para alcançar os objetivos propostos da pesquisa, foi estudada a percepção ambiental dos sujeitos sobre o uso da água no pulsar do rio Juruá, bem como o Software educacional Scratch e suas possibilidades para o desenvolvimento do pensamento computacional. O estudo foi realizado em uma escola pública do interior do estado do Amazonas, tendo como participantes o professor-pesquisador e vinte e quatro discentes. A base do trabalho foi a Abordagem da Complexidade Sistêmica. Diante da necessidade de descrever e explicar o fenômeno social em seu contexto, com uso do Estudo de Caso como procedimento metodológico, que permite o uso de múltiplas fontes para explorar o fenômeno em profundidade. Os alunos foram incentivados a desenvolver animações dinâmicas com o uso do Scratch e foram estudados para verificar se a ferramenta proporciona um aprendizado dos conteúdos relacionados às Ciências Ambientais, especificamente o tema água. Para análise, foram realizadas estatísticas descritivas, após alimentação da base de dados, com registros das entrevistas, questionário e dados registrados no diário de campo. A pesquisa mostra que o Scratch pode ser uma ajuda importante para o trabalho curricular, devido ao seu caráter motivacional, desafiador e construtivo, podendo ser inserido como uma proposta pedagógica nas escolas de educação básica.
Techapalokul, Peeratham. "Automated Identification and Application of Code Refactoring in Scratch to Promote the Culture Quality from the Ground up." Diss., Virginia Tech, 2020. http://hdl.handle.net/10919/98756.
Full textDoctor of Philosophy
Software remains one of the most defect-prone artifacts across all engineering disciplines. Much of software engineering research and practice is concerned with improving software quality. While enormous prior efforts have focused on improving the quality of programs, this dissertation instead provides the means to educate the next generation of programmers who care deeply about software quality. If they embrace the culture of quality, these programmers would be positioned to drastically improve the quality of the software ecosystem, akin to professionals in traditional engineering disciplines. This dissertation describes novel methodologies, techniques, and tools for introducing novice programmers to software quality and its systematic improvement. This research builds on the success of Scratch, a popular visual programming language for teaching introductory students, to support the learning of code quality and its improvement. This dissertation improves the understanding of quality problems of novice programmers, creates analysis and quality improvement technologies, and develops instructional approaches for teaching quality improvement. This dissertation contributes (1) a large-scale study of recurring quality problems in Scratch projects and how these problems hinder communal learning, (2) four new refactorings, quality improving behavior-preserving program transformations, as well as their implementation and evaluation, (3) a study of the impact of introducing code quality concepts alongside the fundamentals of programming with and without automated refactoring support. Our findings confirm that it is not only feasible but also advantageous to promote the culture of quality from the ground up. The contributions of this dissertation can benefit both novice programmers and introductory computing educators.
Rocha, Kátia Coelho da. "Programação em Scratch na sala de aula de matemática : investigações sobre a construção do conhecimento de ângulo." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/170328.
Full textThe present study proposes to answer the research question: What are the evidences of mathematical thinking and how do the students express them in programming activities involving the angle concept? The research comprises a case study carried out with 16 students from 6th grade of elementary school in a public school in São Leopoldo. The students took part of 11 weekly meetings, within their class schedule, in which they solved varied situations proposed by the researcher and produced a game. All activities were developed in Scratch, aiming at understanding the concept of angle and basic programming concepts. During the activities, the students were observed and interviewed The interviews were inspired in clinical method, created by Piaget, which seeks to assist them in understanding the course of the subjects' reasoning. In addition, videos of interactions with students, files produced in Scratch and student records on a web page were used as analysis material. Data analysis is supported by the Theory of Conceptual Fields proposed by Gérard Vergnaud and the search for similarities and differences in the psychogenesis of the cognitive behavior of the child in interaction with the computing world, observed by Léa Fagundes. The results point to evolutions in the understanding of the concept of angle, allowing us to identify phases and subphases in which the students present their schemas in concerning the concept of angle and appropriation of the software programming language.
Marshall, Smith Shannon. "A comparison of computer-based and robotic programming instruction: Impact of Scratch versus Cozmoon middle school students' computational thinking, spatial skills, competency beliefs, and engagement." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1563504114667862.
Full textSilva, Samantha Pinto da. "O uso da lógica de programação para a Educação Matemática no Ensino Médio: experiências com o Scratch." Universidade Federal de Pelotas, 2016. http://repositorio.ufpel.edu.br:8080/handle/prefix/2891.
Full textApproved for entry into archive by Aline Batista (alinehb.ufpel@gmail.com) on 2016-08-25T16:55:46Z (GMT) No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Samantha Pinto da Silva_Dissertacao.pdf: 56289419 bytes, checksum: 62706bcba58770b81d3112a1917cb344 (MD5) Samantha Pinto da Silva_Produto da Dissertacao.pdf: 907566 bytes, checksum: 4b0014bf6eae7280cbadb421cf678398 (MD5)
Made available in DSpace on 2016-08-25T16:55:46Z (GMT). No. of bitstreams: 3 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Samantha Pinto da Silva_Dissertacao.pdf: 56289419 bytes, checksum: 62706bcba58770b81d3112a1917cb344 (MD5) Samantha Pinto da Silva_Produto da Dissertacao.pdf: 907566 bytes, checksum: 4b0014bf6eae7280cbadb421cf678398 (MD5) Previous issue date: 2016-04-15
Sem bolsa
Esta pesquisa tem como foco investigar como o uso da lógica de programação, mediada pela linguagem de programação Scratch, potencializa o ensino de Matemática quanto à resolução de problemas. Baseada em uma perspectiva sócioconstrutivista de mediação e colaboração, e na concepção de que o estudante de hoje é nativo no mundo digital, ambientado e interessado pelo uso desse tipo de tecnologia, realizou-se um estudo de caso com alunos do terceiro ano do Ensino Médio de uma escola pública estadual situada no município de Pelotas/RS. A coleta de dados aconteceu por meio de questionários mistos, teste de conhecimento e experimentações com o Scratch. Observou-se que a lógica de programação para a resolução de problemas e as atividades em grupo na criação de algoritmos, proporcionaram aulas mais dinâmicas e motivadoras à aprendizagem, nas quais os alunos demonstraram-se satisfeitos em aprender Matemática via Scratch. Além disso, percebeu-se que essa abordagem pode contribuir para o desenvolvimento de competências e habilidades necessárias à formação do estudante desta etapa escolar, desde que sua consolidação se dê em etapas anteriores.
This research investigate show the use of programming logic, through the programming language Scratch, optimizes the mathematics teaching process in terms of problems solving. Based on a socio-constructivist perspective of mediation and collaboration, it was conducted a case study with students of the last year of a state high school localized in the city of Pelotas/RS. This study takes into account the assumption that nowadays students are native in the digital world, accustomed and interested for this kind of technology. Data collection was made through mixed questionnaires, knowledge tests, and experiments with the Scratch. It was observed that the logic programming for the problems solving in addition to the group activity in the algorithms development allowed more dynamic and motivating classes. As result, students demonstrated being satisfied to learn mathematic through Scratch. Moreover, it was noted that this approach may contributes for the development of required skills in the training student process, if its consolidation be given in previous series.
Angelo, Isabela Martins. "Recomendações para o desenvolvimento de ambientes de programação inclusivos para crianças cegas." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-27082018-090956/.
Full textThe inclusion of children with disabilities in regular schools, following Law 13,146 of July 6, 2015, which establishes the Brazilian Law on the Inclusion of Persons with Disabilities, requires that school activities be accessible to all children. Among school activities, programming activities have spread in schools because of the benefits generated in students\' skills such as creativity and logical thinking. Currently, these activities mainly use blocks programming environments, such as Scratch, that focus on visual aspects for interaction, counting on colors, shapes and mouse usage. In this context, it is of great importance to study programming interfaces so that children with visual impairment can be included and participate together with other children. This project seeks to investigate this theme as well as to propose and evaluate a system for introductory programming activities for blind and sighted children. It was proposed a system formed by tangible pieces in which the digital blocks were replaced by physical pieces with forms for tactile recognition and auditory responses. It was adopted a cyclical model for the development of the prototype that guaranteed two stages of testing with users. In the first stage, four sighted participants, three were blindfolded among them, and and from the first observations were generated new requirements and modifications in the prototype. The second stage involved 2 blind children and the results of these tests generated specific requirements for the use of the system by blind children. This work brings as final contribution a set of recommendations for the development of systems that allow blind and sighted children to play together in programming activities.
Donley, Kevin Scott. "Coding in the Curriculum: Learning Computational Practices and Concepts, Creative Problem Solving Skills, and Academic Content in Ten to Fourteen-Year-Old Children." Diss., Temple University Libraries, 2018. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/514678.
Full textPh.D.
The fundamentals of computer science are increasingly important to consider as critical educational and occupational competencies, as evidenced by the rapid growth of computing capabilities and the proliferation of the Internet in the 21st century, combined with reimagined national education standards. Despite this technological and social transformation, the general education environment has yet to embrace widespread incorporation of computational concepts within traditional curricular content and instruction. Researchers have posited that exercises in computational thinking can result in gains in other academic areas (Baytak & Land, 2011; Olive, 1991), but their studies aimed at identifying any measurable educational benefits of teaching computational concepts to school age children have often lacked both sufficient experimental control and inclusion of psychometrically sound measures of cognitive abilities and academic achievement (Calao, Moreno-León, Correa, & Robles, 2015). The current study attempted to shed new light on the question of whether using a graphically-based computer coding environment and semi-structured curriculum –the Creative Computing Course in the Scratch programming language –can lead to demonstrable and significant changes in problem solving, creative thinking, and knowledge of computer programming concepts. The study introduced 24 youth in a summer educational program in Philadelphia, PA to the Scratch programming environment through structured lessons and open-ended projects for approximately 25 hours over the course of two weeks. A delayed treatment, control trial design was utilized to measure problem solving ability with a modified version of the Woodcock-Johnson Tests of Cognitive Abilities, Fourth Edition (WJ-IV), Concept Formation subtest, and the Kaufman Tests of Educational Achievement, Third Edition (KTEA-3) Math Concepts and Applications subtest. Creative problem solving was measured using a consensual assessment technique (Amabile, 1982). A pre-test and post-test of programming conceptual knowledge was used to understand how participants’ computational thinking skills influenced their learning. In addition, two questionnaires measuring computer use and the Type-T (Thrill) personality characteristic were given to participants to examine the relationship between risk-taking or differences in children’s usage of computing devices and their problem solving ability and creative thinking skills. There were no differences found among experimental and control groups on problem solving or creative thinking, although a substantial number of factors limited and qualified interpretation of the results. There was also no relationship between performance on a pre-test of computational thinking, and a post-test measuring specific computational thinking skills and curricular content. There were, however, significant, moderate to strong correlations among academic achievement as measured by state standardized test scores, the KTEA-3 Math Concepts and Applications subtest, and both the pre and post Creative Problem Solving test developed for the study. Also, higher levels of the Type T, or thrill-seeking, personality characteristic were associated with lower behavioral reinforcement token computer “chips," but there were no significant relationships among computer use and performance on assessments. The results of the current study supported retention of the null hypothesis, but were limited by small sample size, environmental and motivational issues, and problems with the implementation of the curriculum and selected measures. The results should, therefore, not be taken as conclusive evidence to support the notion that computer programming activities have no impact in other areas of cognitive functioning, mathematic conceptual knowledge, or creative thinking. Instead, the results may help future researchers to further refine their techniques to both deliver effective instruction in the Scratch programming environment, and also target assessments to more accurately measure learning.
Temple University--Theses
García, Wendy. "Matematiska resonemang och programmering : En undersökning om matematiska resonemang och programmering i matematikundervisning på gymnasienivå." Thesis, Högskolan Dalarna, Pedagogiskt arbete, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:du-27760.
Full textMatematik
Bäckström, Sandra, and Hanna Robertsson. ""Programmering är kul och lärorikt!" : En kvailtativ forskningsstudie som elevers användning av problemlösningsstrategier i programmering." Thesis, Karlstads universitet, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-78407.
Full textThe purpose of the study is to investigate whether pupils use problem-solving strategies during programming in the ScratchJr program. The research questions are based on how the pupils make use of and express themselves about their own problem-solving strategies. The methods used to answer the research questions have been a triangulation between participant observation and interview. The participatory observation consisted of a lesson plan. 40 students from three different schools participated in the study through observation and then interviews with the same pupils about the solution that has emerged. The result that has emerged has been that all students have used problem solving through different strategies such as trying to develop, collaborate or remember how they did before. Most pupils were able to express how they solved the task during the interview. The study's results show that programming is an important part of teaching. Pupils use their individual problem-solving ability and can then become aware of it. Programming should also be part of the fun-filled learning.
Hjalmarsson, Elin, and Robin Johansson. "Efterfrågad kunskap eller implementering utan syfte : Programmering i grundskolans matematikundervisning." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-21400.
Full textRosenkvist, Simon. "Troféer och erfarenhets-mätare : Hur dessa påverkar prestation och engagemang hos ungdomar inom programmering med scratch." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86876.
Full textNilsson, Rikard, and Filia Olin. "Introduktion av programmering i grundskolan : En systematisk litteraturstudie." Thesis, Linköpings universitet, Institutionen för samhälls- och välfärdsstudier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-144377.
Full textMickel, Timothy R. "Kids, coding, and connections : extending the ScratchJr programming environment to support wireless physical devices." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/106001.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 69-70).
This thesis presents a system and design for the connection of the ScratchJr programming environment to wireless physical devices. Using ScratchJr, young kids can create interactive stories, animations, and games on mobile tablet devices. With the extension system developed in this thesis, young kids can program wireless lights, motors, sensors, toy robots, and other Bluetooth Smart products and devices. Developers can use the framework to connect ScratchJr to more devices, and a streamlined programming interface is provided for this purpose. The thesis discusses the implementation of several example extensions, and it compares the design and functionality to similar mobile programming environments.
by Timothy R. Mickel.
M. Eng.
Balla, Ulrika. "Implementering av programmering i matematik åk 7-9 : En litteraturstudie om tre olika programmeringsspråks lämplighet i olika matematikområden." Thesis, Linköpings universitet, Matematik och tillämpad matematik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-144807.
Full textCisnevik, Angely. "Programmeringsundervisningens syfte, innehåll och metod, enligt olika aktörer i utbildningssystemet." Thesis, Linköpings universitet, Institutionen för beteendevetenskap och lärande, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-169831.
Full text陳文良. "Teaching Scratch Programming with Instructional Cards: An Action Research." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/41769355266172161230.
Full text國立臺灣師範大學
資訊教育研究所
102
Scratch is a programming language developed by MIT Media Lab for beginning programmers. Many primary and secondary schools have incorporated Scratch into their computer courses since its first launch. One of the greatest difficulties faced by those schools is the huge difference among students’ learning capacity. To meet the individual needs , the traditional teaching method in which students should follow only one teaching method. This study aims to explore a better way to teaching Scratch bydesigning instructional Scratch cards and using them in computer classrooms. Students can choose what they want to learn based on their interest and abilities. In order to constantly improve the design of the Scratch cards and its teaching strategy, this study adopted the action research approach consisting of four spiral steps: plan, action, observation, and reflection" proposed by Carr and Kemmis (1983). One hundred and one fifth-grade elementary school students participated in this experiment for 20 weeks. The teaching material was organized into four units: "start and coordinate," "repeat loop," "conditional and random number," and "variable, digital logic, arithmetic operators and broadcasting." For each unit, we designed nine Scratch cards with three cover stories in three difficulty levels. Students can find a proper one to practice with and train themselves by increasing the difficulty level. On the other hand, appropriate incentives were used to encourage students to practice more. The results showed that Scratch cards did meet the needs of students and also gradually change the focus of instruction from teacher-centered to learner-centered. As a result, students had more opportunities to explore, discuss with peers, ask for assistance, and learn actively. It also allowed teachers to provide more assistance to slow learners in the class.
Shih, Ya-Ling, and 史雅齡. "The Scratch Programming Language Integrates Mathematics for " Quadratic Equation" Course." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/r2796r.
Full text淡江大學
教育科技學系數位學習在職專班
102
This study integrated Mathematics Scratch programing language into designing unit teaching activities for 8th graders. Students are led to learn through images and them realize the quadratic equation. This study aims to explore if students’ academic achievement is enhanced. Through applying Image Represented Formats in teaching math concepts, collect students’ opinions toward the integrating. Scratch Programming into mathematics instruction, and propose further discussions. 1.There was no significant difference between experimental group and the control group in terms of Scratch Programming into mathematics instruction. 2.Scratch Programming into mathematics instruction performed better in their learning achievement procrastinated test compared to students in the control group. 3.Positive feedbacks were received from students on the integration of Scratch Programming into mathematics instruction. At last, according to the research results, this study offers suggestions for teaching math and doing further researches.
Cunha, Carla Rute da Costa Oliveira Machado e. "O Scratch e a interdisciplinaridade." Master's thesis, 2019. http://hdl.handle.net/1822/62125.
Full textO presente relatório de estágio, intitulado “O Scratch e a Interdisciplinaridade”, surge no âmbito da realização da realização do Mestrado em Ensino de Informática, do Instituto de Educação da Universidade do Minho e tem por base a conceção de um Projeto de Intervenção Pedagógica direcionado para alunos do 2º ciclo do Ensino Básico. O tema deste projeto é referente ao uso do ambiente de programação Scratch, como instrumento e estratégia de interdisciplinaridade, entre as diferentes disciplinas do 2º ciclo do Ensino Básico. O seu objetivo fundamental é compreender as potencialidades do Scratch para a aprendizagem de conteúdos de diferentes áreas disciplinares e assim promover a interdisciplinaridade, o Pensamento Computacional, desenvolver competências no uso software Scratch, despertar nos alunos interesse pelo uso da computação, a emergência do Pensamento Computacional e a adoção de estratégias colaborativas entre alunos. Para tal foram concebidos materiais didáticos que facilitem a adoção, por parte dos alunos, de destrezas e aptidões favorecedoras da aprendizagem, proporcionando uma aprendizagem da linguagem de programação, por blocos simples, em que o aluno observa, de forma animada, a consequência do seu trabalho. Trata-se de um trabalho que visa compreender o envolvimento dos alunos na utilização de um recurso informático (o Scratch) para trabalhar a área da Matemática e do Inglês. Assim, no enquadramento teórico procuramos clarificar o conceito interdisciplinaridade e compreender a sua evolução, assim como, pretendemos clarificar o conceito de Pensamento Computacional, o seu âmbito e aplicação. Do mesmo modo, este trabalho pretende compreender o contributo do Pensamento Computacional para a interdisciplinaridade e o desenvolvimento de competências dos alunos. O uso do Scratch permitiu motivar os alunos e criar oportunidades de desenvolvimento da capacidade de encontrar soluções, para problemas do quotidiano dos alunos, recorrendo ao domínio da informática do mesmo modo que possibilitou o trabalho colaborativo e estabelecer pontes com as diferentes disciplinas especialmente com matemática e inglês.
The present internship report, titled "The Scratch and Interdisciplinarity", comes within the scope of the accomplishment of the Master's Degree in Informatics Teaching at the Institute of Education of Minho University. It is based on a Project design of Pedagogical Intervention directed for Basic Education.students, namely the 2nd cycle. The theme of this project is related to the use of the Scratch programming environment, as an interdisciplinary instrument and strategy, between the different disciplines of the 2nd cycle of Basic Education. Its fundamental objective is to understand the potential of Scratch to learn content from different disciplinary areas and thus promote interdisciplinarity, Computational Thinking, develop skills in the use of Scratch software, awaken in students’ interest in the use of computing, the emergence of Computational Thinking and the adoption of collaborative strategies among students. To this end, teaching materials were designed to facilitate students' adoption of learning-enhancing skills and abilities, providing a simple programming language learning in which the student observes, in a lively way, the consequence of his own job. This report aims to understand the involvement of students in the use of a computer resource (Scratch) to work in the area of Mathematics and English. Thus, in the theoretical framework we seek to clarify the concept of interdisciplinarity and to understand its evolution, just as we intend to clarify the concept of Computational Thinking, its scope and application. In the same way, this work intends to understand the contribution of Computational Thinking to the interdisciplinarity and the development of students' competences. The use of Scratch allowed to motivate the students and to create opportunities of development of the capacity to find solutions of the students’ daily problems, resorting to the domain of the computer science in the same way that it made possible the collaborative work and to establish bridges with the different disciplines especially with Mathematics and English.
Lee, Chunlin, and 李俊霖. "The Application of Program Modules to Assisting Fourth-Grader’s Scratch Programming." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/42895551566829955528.
Full text國立屏東教育大學
資訊科學系碩士班
101
The main purpose of this study was to use program modules to scaffold the fourth graders who learn Scratch programming. It was also aimed at exploring the gender differences between the module-assisted and the non-module learning of the Scratch program. It examined the effect of program module on fourth graders' performance and attitude of programming. The subjects were fourth graders of an elementary school in the Lingya District, Kaohsiung. The teaching design was problem-oriented. Experimental group adopted the module-assisted Scratch programming, while the control group did their programming without using modules. The experiment design adopted factors such as learning tool and gender as the independent variables. The performance and learning attitude, which worked as dependent variables, were analyzed in accordance with t-test and two-way ANOVA. At the end of experiment, the evaluation was conducted using learning achievement tests, learning attitude questionnaire and semi-structured interviews for quantitative analysis. The conclusions were as follows: 1.The effect on learning performance in Scratch programming learning Module-assisted Scratch programming learning can significantly enhance students' learning achievement and achieve the level of their completion of programming. 2.The effect on learning attitude in using different learning aids There is no significant difference in the module-assisted and non-module learning in Scratch programming. 3.Genders differences in the performance of Scratch learning There is no significant gender difference in Scratch learning achievement test and levels of their completion of programming. 4.Genders differences in learning attitudes towards Scratch learning There is no significant gender difference in learning attitudes. Suggestions relevant to future study are made on teaching and research design in programming in elementary school. Keywords: Scratch, program module, program design, performance, learning attitude
Chen, Kuang-Tsen, and 陳冠岑. "Learning Programming with Scratch and Its Relationship with Learners' Cognitive Styles." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/44063767179354947373.
Full text國立交通大學
理學院科技與數位學習學程
100
Scratch, a visual and block-based programming language software, makes programming easy to learn. Websites of Scratch program sharing provide further knowledge and a discussion platform for students. With deconstructing, combination, reconstruction and fine tuning, beginners learn the concepts of programming by imitating and recombination. This approach encourages autonomy and flexibility in learning programming. In this study, we collect data from 75 junior high school students for research by convenience sampling, and use Group Figure-Embedded Test (GFET) to measure the tendency of their cognitive style. We observe the learning process of the students in terms of their design strategy and program-solving behavior, evaluate their learning achievements based on a design tasks, as well as investigate the individual differences. Based on the result of experiment, our primary findings are as follows: a. Different cognitive styles show no relationship with design strategy. This may result from the fact that the students need only to modify others’ program. However, the learners with Field Dependence tendency usually use the Bottom-Up approach. b. The students with Field Dependence tendency express problem-solving behavior of deconstruction in programming, show higher frequency of breaking down modules and recombination, and find out more concepts of programming. c. Cognitive Styles have no relationship with learning achievements in program design of Scratch.
KREJSA, Jan. "Výuka základů programování v prostředí Scratch." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-155437.
Full textHo, Shiou-Mei, and 何秀美. "Integrating Creative Thinking Skills into Scratch Programming for the Fifth Grade Students." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/13019372355234969287.
Full text臺北市立教育大學
數學資訊教育學系數學資訊教育教學碩士學位班
98
The major purpose of this study is to investigate the effect of creative thinking skills approach and example-based strategy on the fifth grade students’ creativity in the Scratch programming course. In addition, this study aims to survey the difference of creativity, learning achievement and attitude between two strategies aforementioned, analyze the thinking process of the learners during constructing their Scratch programming works. This study adopted quasi experimental design to conduct a learning experiment for Scratch programming. The subjects are 5th grade students from 11 classes in Taipei city, and they were divided into experiment group (n=203) and control group (n=168). The experiment group accepted the teaching of creative thinking skills strategy, and the control group accepted the teaching of example-based strategy. The experiment lasted for one semester (17 weeks). So as to probe into the learners’ thinking process of Scratch programming, this study selected 18 students including low-achieved, middle-achieved, and high achieved learners. The instruments including Williams creative activity inventory, Williams creativity tendency scale, Scratch learning achievement test and Scratch learning attitude inventory were employed. The data collected were analyzed by independent t test, pair-wised t test, one-way ANCOVA, and descriptive statistical methods. The quality data, collected from paper-based work, video when the learners design their work, observation in class, interview, and Scratch works, were used for analyzing the students’ thinking process of Scratch programming. The results are depicted as follows: 1. This study designs some learning activities for Scratch programming on the basis of creative thinking skills strategy. In other words, this study adopted mind-mapping method to impart the divergent thinking approach to make the learners think more fluently, and also employed the eight-W approach and Mandala thinking method for teaching convergent thinking skills to make the students think more elaborately. 2. The creative thinking skills strategy can enhance the learners’openness, flexibility, elaboration and whole creative skill effectively; The example-based strategy can promote the student’s flexibility. The experiment group significantly outperforms than the control group on originality, elaboration and whole creative skill. 3. However, the control group performs better than the experiment group on the program analysis of programming achievement test. In addition, the control group shows more positive attitudes towards the Scratch programming than the experiment group, especially on the subscale of satisfaction, interest, usefulness, confidence. 4. For the Scratch work design and flow plan, the high achieved learners showed continuous and fluent thinking process, on the hand, the middle-achieved and low-achieved learners show stuck and inefficient thinking process. 5. On the Scratch programming skills and application, the high achieved learners have the tendency to design the game-based works, but they encounter the logical conflict for timer and scoring sequence control; For the broadcast control in the Scratch, the high achieved learners have higher ability to handle the programming bug than the middle achieved and low-achieved learners.
陳經燁. "A Multi-Case Study on Parent-Child Collaboration in Learning Scratch Programming." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/58104381134581618763.
Full text國立臺灣師範大學
資訊教育學系
100
A multi-case study approach was used in this research to investigate parent-child interactions while they learned to solve Scratch programming problems together, how the co-learning process influenced children’s performance when they were required to solve problems alone, whether the participants enjoyed co-learning, and how they thought of Scratch as a language for elementary school students. Three parent-child pairs participated voluntarily in this research. The three children were in their fifth or sixth grade. During the three days when the participants learned to program in Scratch, each parent-child pair did 12 projects collaboratively. The three children were then asked to complete two projects alone for the purpose of performance assessment. The interactions between each parent-child pair while they solve problems together were observed and screen-capture software was used to record their program development process. The participants were also interviewed individually at the end of the course. The results revealed that the parents tended to guide their children step by step toward completion of a project even though their computer experience was rather limited and none of them had learned Scratch programming before, and all three children relied heavily on their parents for guidance and support. Rarely did exchange of problem-solving ideas or sharing of learning experience occur in any parent/child pair. Consequently, the three children’s problem-solving performance was influenced by how they had been guided by their parents. It was also observed that parents’ learning might have been relatively superficial since they seldom had the control of the computer to try their hands on writing Scratch programs themselves. All participants found Scratch programming interesting and suitable for elementary school students; moreover, all of them welcomed the opportunity of co-learning programming with their parents/children. However, some parents had reservations about co-learning again, fearing that co-learning might inadvertently encourage children’s reliance on them for learning.
Hao, Guo Shih, and 郭士豪. "The Effects of Peer Tutoring on Scratch Programming Learning for Elementary Students." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/22406394862996922916.
Full text臺北市立教育大學
數學資訊教育學系數學資訊教育教學碩士學位班
99
The main purpose of this study is to investigate the learning effects of Scratch programming under different teaching approaches including peer tutoring strategy and general pedagogy. Further, this study explores the difference of learning performance by using gender, general learning self-efficacy, computer attitude as independent variables. This study adopts quasi-experiment design to conduct an experiment of Scratch programming learning. The subjects are 147 sixth grade students from six classes in Taipei city, and they are divided into experimental group (n=73, 42 males, 31 females) and control group (n=74, 38 males, 36 females). The experimental group learns Scratch programming under peer tutoring strategy, while the control group accepts general teaching. Both groups accept the same learning stages including preparation stage, game-design learning stage, and project stage. The experiment lasts for 7 months. The instruments including computer attitude inventory, general self-efficacy, Scratch flow experience, Scratch learning self-efficacy, Scratch achievement test are used for measuring the programming effects. In addition, this study uses interviewing approach for grasping the students’ learning portfolio and attitudes toward Scratch learning. The major findings are shown as follows: 1.There are not significant difference between experiment group and control group on Scratch achievement test, flow experience, self-efficacy, and work scores. 2.Male learners perform better than female learners on Scratch flow experience, self-efficacy and attitudes. Nevertheless, there is not significant difference between different gender on Scratch achievement test and work scores. 3.The learners with different computer attitudes perform significant learning effect including Scratch learning attitudes, flow experience, self-efficacy, and work scores (high attitude> middle attitude>low attitude). But, there is not significant difference between different computer attitudes on Scratch achievement test. 4.The learners with different learning self-efficacy perform significant learning effect including Scratch learning attitudes, flow experience, Scratch learning self-efficacy, and work scores (high self-efficacy> middle self-efficacy >low self-efficacy). But, there is not significant difference between different learning self-efficacy on Scratch achievement test. 5.The learners’ Scratch achievement is promoted through game-design project significantly. Nevertheless, Scratch learning flow and self-efficacy decrease due to the students’ deficient game-design ability and immature cognition state. 6.There is an increasing tendency for the student number of entering into flow area, but little part of excellent learners feel boring about simple Scratch works. When project is launched, the number of boring area decrease and the number of anxiety area increase. Through observation and interviewing, the elementary students have not enough ability to finish their project, on the other hand, they need to be guided step by step or are offered more scaffoldings. Keywords: Scratch; Programming; peer-tutoring; self-efficacy; flow; computer attitude; learning achievement.
HUANG, YU-SHAN, and 黃鈺珊. "A Study of Cooperative Learning on Scratch Programming for Fifth Graders’ Learning Effects." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/f99933.
Full text國立臺北教育大學
資訊科學系碩士班
105
Applying cooperative learning approach and traditional lecture approach to the Scratch courses, this study aims to explore the two approaches’ influence on the fifth grade students in terms of learning effectiveness and cooperative learning attitude. Based on the research results, this research proposes ways to improve teachers’ teaching strategy. In this study, the subjects were fifth-grade students of five classes from an elementary school. The research instruments included the Scratch programming, Scratch learning achievement tests-preceding, Scratch learning achievement tests-afterward, student group cooperative learning questionnaire. After the teaching experiment was completed, the data were analyzed. The results are cooperative learning teaching method and didactic teaching method, two kinds of teaching can really improve the students' learning achievement. For Progress Results, the effectiveness of cooperative learning is better than didactic teaching method. It is concluded that the cooperative learning method promotes on students' Scratch learning achievement significantly.
He, Yin-Ting, and 何胤廷. "An Analysis of the Effects of Using Guiding Worksheets in Scratch Programming Instruction." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/99551617496894398940.
Full text國立臺灣師範大學
資訊教育學系
101
A quasi-experiment involving 115 sixth graders was used in this study to investigate if the use of guiding worksheets would improve the effectiveness of learning Scratch programming. Fifty-nine students from two intact classes were assigned to the experimental group and 56 from the other two classes to the control group. All participants used the same Scratch projects designed by the researcher to learn the fundamental Scratch commands and the process of how to implement a Scratch project. However, each student in the experimental group was required to fill out a worksheet which contained a sequence of questions intended to enhance students’ understanding of the Scratch commands to be used in a specific project and, furthermore, to guide the students through the problem-solving process; in contrast, students in the control group received traditional instruction in which the instructor explained the same Scratch commands orally and demonstrated the problem-solving process by broadcasting her screen to student computers. All students took a test at the completion of each project. Each test included two parts: the written part contained multiple-choice questions to assess students’ comprehension of the Scratch commands they had just learned, whereas the programming part required students to apply those commands in implementing a designated project. Seven sets of test scores were collected during the 14-week period of the experiment. A statistical analysis of the test scores showed that the experimental group significantly outperformed the control group in all seven written tests and six out of the seven programming tests. In addition, the questionnaire survey, which was administered to students in the experimental group at the end of the experiment, revealed that the majority of students considered the guiding worksheets useful in helping them to learn Scratch programming more effectively.
Su, Yu-Sheng, and 蘇育生. "Investigating the Role of Computer-Supported Annotation in Problem-based Programming Teaching: A Case Study of Scratch Programming Course." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/42204742136427768193.
Full text國立中央大學
資訊工程研究所
98
A limitation of current Scratch programming teaching is the restricted ability of students to help them annotate online materials or Scratch programming errors and obtain other peer’s assistance. This study developed an Annotation-based Programming aSsisted system (APS) which is able to help learners easily annotate their programs with comments asking for assistance. The objectives of this study are three-fold: (1) to investigate the effects of programming instruction modes and instructional tools on learning performance; (2) to understand students’ perceived attitudes toward the use of the APS system; and (3) to understand students in four groups view Scratch programming learning activities. A quasi-experimental was conducted with four classes of sixth-graders participated in the research for nine consecutive weeks. The analytical results of covariance showed a significantly interaction between programming instruction modes and instructional tools and its influence on learning performance. As for learning performance, the annotation supported problem-solving based instruction group outperformed other groups. The results of the questionnaire demonstrated that students were satisfied with the use of the APS system for helping them with annotating their materials or programming errors, obtaining assistance and asking questions. On completion of this course, the results of the in-depth interviews reported the APS system in the problem-solving based instruction approach enhances the development of students’ cognitive skills.
HOLEČKOVÁ, Kristýna. "Výuka programování ve Scratch zaměřená na vytváření pojmů." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-316611.
Full textChang, Kuei-Nei, and 鄭貴內. "The Effect of Scratch Jr Programming on the Third Grade Students' Logical Reasoning Ability." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/35370671477621972708.
Full text國立雲林科技大學
資訊管理系
104
This thesis evaluates the influence of a programming and design course, utilizing Scratch Jr. software, on third grade students’ logical reasoning abilities. This study evaluates differences in students’ logical reasoning between the pretest and posttest and any correlations with the results of a learning attitude questionnaire. The results are as follows: First, significant differences between the experimental and control groups were found for one category of logical reasoning ability, hypothetical proposition, while no differences were found for the remaining categories. Second, analysis of variance revealed significant differences between low-achieving students in the experimental and control group for the logical reasoning category of first-order logic, with no significant differences found on the remaining categories or the total score. However, on average, the experimental group performed better than the control group, albeit at a non-significant level. Third, analysis of variance revealed significant differences between high-achieving students in the experimental and control group for the logical reasoning category of hypothetical proposition, with no significant differences found on the remaining categories or the total score. However, on average, the experimental group performed better than the control group, albeit at a non-significant level. Fourth, analysis of variance found no significant differences among small groups for the experimental class in any category of the Logical Reasoning Test. However, it was discovered that the third group, consisting of only female students, demonstrated a decline in scores between the pretest and posttest, while the first group, consisting only of boys, demonstrated the greatest progress. Thus, gender may have played a role in this experiment. Fifth, a statistically significant and positive moderate correlation was found between learning attitude and logical reasoning ability, suggesting that positive learning attitude may lead to improved performance in logical reasoning.
Νικολός, Δημήτριος. "Ταυτόχρονα περιβάλλοντα προγραμματισμού : διδακτικές προσεγγίσεις." Thesis, 2010. http://nemertes.lis.upatras.gr/jspui/handle/10889/3633.
Full textScratch programming language is ideal for introductory programming courses. This new language follows the concurrent programming paradigm. Ιn the thesis the design and evaluation of a course for learning programming with Scratch is described. The approach that beginners programmers use for the necessary synchronization is studied and a new proposal for the laboratory course is presented. The design based research methodology is followed.
Tseng, Shung-sheng, and 曾聖鴻. "A Study of the Visual Thinking Strategy for Elementary School Students on Scratch Computer Programming." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/89112747239296382541.
Full text國立臺南大學
數位學習科技學系碩士班
100
This study aimed to investigate the effects of visual thinking strategy applications on elementary school sixth-graders’ problem solving abilities, Scratch learning achievements, and mathematics learning achievements. Further, the effects of genders, problem-solving strategy, and mathematics learning achievements on the learning of Scratch computer programming were also investigated. The results can help teachers improve their teaching strategies, and can provide future researchers with references. In this study, the researcher adopted the quasi-experimental designs, and the participants were from four sixth-grade classes in an elementary school in the east district in Tainan City. Among the four classes, two classes were taken as the experimental group, and the researcher used the visual thinking strategy to teach the students with Scratch computer programming. In addition, the other two classes were the control group, and the researcher adopted the didactic instruction to teach the students with Scratch. The research design put emphasis on the quantitative data analyses. The research instruments included the Scratch achievement tests and the pre- and post-tests of the new-edition problem-solving tests. The data in the above-mentioned tests were then analyzed to evaluate the participants’ learning effects. The results of this study are as follows: (1)The use of the visual thinking strategy was significantly better than the didactic instruction for the students’ problem-solving abilities. (2)The uses of different pedagogies in Scratch computer programming had no significant differences in the participants’ mathematic learning achievements. (3)The independent t-test results in the Scratch achievement tests showed that the participants in the experimental group had significantly better performance in Scratch computer programming than those in the control group. (4)For the students with different proficiency levels, the students with high and intermediate problem-solving abilities in the experimental group improved significantly more than those in the control group in their problem-solving abilities. (5)There were positive correlations between the participants’ mathematics abilities and their Scratch learning achievements; that is, the participants with better mathematics abilities did better in their Scratch performances. (6)The participants of different genders had no significant difference in their learning achievements after the use of Scratch computer programming.
LIAO, WEI-CHI, and 廖韋綺. "Effects of Plugged and Unplugged Advanced Strategy on Programming Motivation, Scratch Achievement and Computational Thinking." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/5ptet5.
Full text國立臺北教育大學
數學暨資訊教育學系碩士班
107
The aim of this study was to examine the effects of plugged and unplugged advanced strategies on the elementary students’ programming motivation, Scratch achievement and the ability of computational thinking. A quasi-experimental design was adopted in this study. After removing invalid samples, the purposive sampling was executed to comprise 76 students from 4 sixth-grade classes of two elementary schools in Taipei city, who were randomly assigned to plugged and unplugged groups according to the original classes. Two different advanced strategies were used in different groups: “Minecraft Adventurer” course in Hour of Code was adopted for plugged group, and the unplugged group used programming board game “King of Pirate” as the unplugged advanced strategy. After that, all of participants were received the same creative course for Scratch. Both groups were conducted an eight-lessons teaching experiment for four weeks. A MANOVA and ANCOVA analysis were performed on the definitive test data. The findings of this study are as follows. First, the unplugged group performed significantly better than the plugged group in relevance and satisfaction of programming motivation. Second, the unplugged group significantly outperformed the plugged group in Scratch achievement. Third, the plugged group is significantly better than the unplugged group in the performance of computational thinking. At last, in the qualitative interviews, the participants of two groups mostly took a positive opinion of learning programming through the advanced strategy There were implications we can draw from this study. Since most participants had a positive attitude about plugged and unplugged advanced strategies as a introductory way for learning programming, this study recommended that comprehensive use with plugged and unplugged strategies, based on the prior knowledge and instructional objectives, in the programming instructional design should be more effective to promote learners’ motivation and achievement.
Shih, I.-Ju, and 施怡如. "The Effect of Scratch Programming on the Seventh Graders’ Mathematics Abilities and Problem Solving Attitudes." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/75298488407282978910.
Full text臺北市立大學
資訊科學系碩士班
102
The main purpose of this study is to investigate the effect of Scratch programming course on 7th graders’ mathematical concepts achievement, logical reasoning abilities, and problem solving attitudes. In addition, the students’ learning attitudes toward Scratch and learning achievement will be analyzed. This study adopted one-group pretest-posttest design and conducted a learning experiment. The subjects are 161 seventh graders from five classes in Taipei city, and they accepted 12-week Scratch programming course. The instruments, including logical reasoning abilities test, Scratch learning achievement test, Scratch learning attitude questionnaire, are developed and employed for gathering qualitative data. This study conducted a semi-interview for grasping the students’ perception toward this course. The results reveal that: 1. Scratch programming learning has positive significant effects on 7th graders’ mathematical concepts achievement including internal angel of triangles and polygon shapes, Cartesian coordinate concept, and its total scores. 2. Scratch programming learning has positive significant effects on 7th graders’ logical reasoning abilities including conjunction reasoning, DeMorgan’s laws, first-order logic reasoning, and its total scores. 3. Scratch programming learning merely can affect the personal control of the students toward problem solving attitudes. 4. There are no significant difference between different computer attitude groups and divergent math achievement groups. 5. The high computer attitudes group significantly performs better on program analysis than middle and low computer attitudes groups. The high math achievement group significantly performs better on basic program concept and fill-in-the-blank test than middle and low math achievement groups.
蕭信輝. "The Effects of Scratch Programming on Fifth Graders' Science Process Skills, Problem Solving Ability, and Metacognition." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/77614976966787226117.
Full text臺北市立教育大學
數學資訊教育學系數學資訊教育教學碩士學位班
98
This research aims to explore the effect of Scratch programming on the fifth grade students’ science process skill, problem-solving ability, and meta-cognition. This research adopts quasi-experiment design to conduct a learning experiment. The subjects are 350 from 12 classes in Taipei city, and they are divided into experiment group (N=178) and control group (N=172). The experiment group accepted Scratch programming learning, while the control group accepted the Gimp image processing course. The instruments was employed for measuring the learners’ abilities and attitude, including science process skill scale, problem-solving ability test, meta-cognition scale, Felder-Silverman learning style inventory, and Scratch learning attitude questionnaire . In addition, the quality data were collected by semi-structured interview and in-class observation. The learning experiment lasted for 16 weeks for both groups. The results are depicted as follows: 1. The Scratch programming has significant influence on the learners’ science process skills as a whole. The eight basic science process skills of the learners including observation, classification, application of time and space relation, and prediction skills were obviously enhanced. The students’ five integrated process skills including hypothesis making, factor manipulation, and operative definition were significantly promoted after the Scratch programming learning. 2. The Scratch programming considerably affects students’ problem-solving ability in both the problem-solving process and problem-solving emotion. 3. The Scratch programming has no significant influence in meta-cognition including supervising, regulating, or evaluation activity. 4. After Scratch programming, there are insignificant discrepancy between groups of different learning styles in science progress skill, problem-solving ability, and meta-cognition. 5. The experiment show positive attitudes toward Scratch programming, especially the usefulness perception. Despite that they feel somewhat anxious and not confident enough, they are willing to learn more about Scratch if the learning time allowed.
Zhang, Chun-Chieh, and 張俊傑. "The Design and Development of Scratch Programming Language for "Cartesian Coordinate System" and "line equation" Course." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/07194445437363350611.
Full text淡江大學
教育科技學系數位學習在職專班
100
The aim of the study is to design and construct a teaching material for learning the mathematical Scratch Programming Language developed specific for junior high school students. Design-Based Research was used as the research theory and the basis of teaching material development. By utilizing seventh graders’ mathematics lessons, students were guided to use the Visualization Tool Scratch Programming Language. Through the problem-solving based learning process, it ignited students’ learning motivations as well as increased learning effectiveness. As the theme of the developed material integrates with “Cartesian Coordinate System” and “Linear Equation” of seventh graders’ Mathematics curriculum, it did not only enable students to enjoy the fun of designing IT programming language, but also repetitively revise, test and verify the mathematical concepts of “Cartesian Coordinate System” and “Linear Equation”, which were often considered difficult for students to grasp, during the learning process. Experimental teaching sessions were carried out for this particular teaching material, and conclusions are listed as below: 1. Students had Scratch integrated in their mathematics curriculum performed better in their learning achievement test compared to students in the control group. 2. Students had Scratch integrated in their mathematics curriculum performed better in their learning achievement procrastinated test compared to students in the control group. 3. Positive feedbacks were received from students on the integration of Scratch in their mathematics curriculum.
Chen, Chia-Hui, and 陳嘉慧. "A Study on the Effectiveness of Applying ADDIE in Scratch Programming Instruction in the Elementary School." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/6m822b.
Full text健行科技大學
資訊管理系碩士班
105
The purpose of this study is to design computer class based on ADDIE model for 15 weeks in the 5th grade of one elementary school. The teachers proceed programming language teaching and apply Google Classroom to manage. The teaching effectiveness is evaluated by students’ learning motivation, learning attitude scale, project performance, teachers’ evaluation logs and semi-structural interviews from the students. The targets are 3 classes in the 5th grade of one elementary school in Taoyuan City. There are 82 students and 3 teachers from the Scratch learning community. Learning motivation for computer class is examined and reexamined before and after the lessons. Questionnaires on Scratch’s learning attitude are also done. Moreover, teachers evaluate students’ work by assigning homework for each unit. One student from each low, intermediate and advance group is selected for semi-structural interview to triangulate qualitative data analysis and quantitative data analysis. The study shows that learners’ learning motivation in computer class make significant differences after taking Scratch programming instruction. Parents’ support for using computers has no major connection to students’ learning motivation in computer class. Most of the learners have a positive attitude in learning Scratch. According to the learning attitude’s scale, anxiety and project performance has negative connection. Preferences and project performance has obvious positive connections. ADDIE model and Google Classroom helps the scratch programming instruction in the elementary school.
Lin, Tu-Min, and 林督閔. "Effects of Teachback Method on Elementary School 6th Grade Students’Learning Achievement and Attitude of Scratch Programming." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/9q8497.
Full text國立清華大學
人力資源與數位學習科技研究所
106
This study aims to explore the effect of utilizing teachback method, which is one of cooperative learning approaches, on sixth graders’ learning achievement and attitude of Scratch programming course. A quasi-experimental research method was adopted. In the study, the subjects were fourty-four students, from two sixth-grade classes at an elementary school in Eastern District, Tainan City. A pre-and post-test design was used. In the experimental group, the class adopted the teachback teaching strategy, high and low achievement students were in pairs. In the control group, the class adopted the traditional lecture approach and was not divided into groups. The research instruments included the Scratch learning achievement test, Scratch learning attitude scale, Scratch flowchart worksheet. After the class was over, besides analyzing quantitative data, also using interviews data to do qualitative analysis is selected. The findings are as follows: 1.Utilizing teachback method to support cooperative learning could significantly promote students’ Scratch course learning achievement. 2.Utilizing teachback method to support cooperative learning could have positive influence on students’ Scratch course learning attitude. Finally, based on the class observation and study findings, suggestions are proposed for future studies.
HSU, TING-YU, and 許庭瑜. "The effects of utilizing Scratch and fChart programming assistance tools on students’ learning performances and attitude." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/63943134021439425803.
Full text國立高雄師範大學
軟體工程與管理學系
104
Programming is an important lesson, but students often face learning obstacles due to abstract programming concepts. As a result, the research focuses on the effects on students’ learning performances and learning attitudes towards programming when utilizing programming assistance tools, Scratch and fChart. The research applied quasi-experiment. Seventy senior high school first grader majoring programming from two class participated the experiments, and each represented experimental group and control group. The experimental group took Scratch and fChart as course warm up whereas the control group took the traditional flow charts before the lecture. After the warm up, they formally entered programming learning via VB. A wide range of research methods, performance tests, learning questionnaires, after-class interviews, were used to gain the result of effects on students’ learning performances and learning attitudes towards programming. It is revealed in the research that the effects are better on senior high students’ learning performances, self-confidence and abstract thinking ability in teaching programming for experimental group than control group; besides, in interviews after class, students generally looked Scratch as an easy way to learn and it did arouse their interests, whereas fChart was more complicated to use but easier for them to observe the operation of the programming
Svoboda, Milan. "Rozvoj algoritmického myšlení žáků ZŠ ve výuce informaticky zaměřených předmětů s využitím SCRATCH." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-390475.
Full text