Sensors, programming and devices in Art Education sessions. One case in the context of primary education / Sensores, programación y dispositivos en sesiones de Educación Artística. Un caso en el contexto de Educación Primaria
{"title":"Sensors, programming and devices in Art Education sessions. One case in the context of primary education / Sensores, programación y dispositivos en sesiones de Educación Artística. Un caso en el contexto de Educación Primaria","authors":"José-Manuel Sáez-López, M. Sevillano-García","doi":"10.1080/11356405.2017.1305075","DOIUrl":null,"url":null,"abstract":"Abstract The pedagogical integration of computing is interesting in educational contexts based on the contributions of Seymour Papert and Wing’s concept of computational thinking. Integrating arts in education can lead to the design of activities using Scratch combined with devices. The main goal is to evaluate the integration of computational thinking in art education making use of technological resources, sensor cards and minicomputers, with a student-centred pedagogical approach. This research assesses the results of a control group of 35 students and an experimental group of 109 students in four different schools, using Mann-Whitney’s U-test for independent samples assessing ‘Active Learning’, ‘computational concepts’ and ‘fun’ scales. Applying data triangulation, and consistent with design-based research, the results of interviews and focus groups reinforced the results obtained in the aforementioned test, providing validity to the study. There are advantages regarding student interest, motivation and commitment related to programming technologies in art and education, particularly pedagogical sessions with music. Handling devices, sensors and Raspberry Pi provides participating students with a factor of commitment and enthusiasm, with significant improvements. Working with coding and devices brings an additional advantage in the development of computational thinking and digital competence. The results show an increase in creativity and artistic competence related to the ability to create music from the activities and technological resources described in the technological intervention.","PeriodicalId":153832,"journal":{"name":"Cultura y Educación","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2017-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"16","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Cultura y Educación","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/11356405.2017.1305075","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 16
Abstract
Abstract The pedagogical integration of computing is interesting in educational contexts based on the contributions of Seymour Papert and Wing’s concept of computational thinking. Integrating arts in education can lead to the design of activities using Scratch combined with devices. The main goal is to evaluate the integration of computational thinking in art education making use of technological resources, sensor cards and minicomputers, with a student-centred pedagogical approach. This research assesses the results of a control group of 35 students and an experimental group of 109 students in four different schools, using Mann-Whitney’s U-test for independent samples assessing ‘Active Learning’, ‘computational concepts’ and ‘fun’ scales. Applying data triangulation, and consistent with design-based research, the results of interviews and focus groups reinforced the results obtained in the aforementioned test, providing validity to the study. There are advantages regarding student interest, motivation and commitment related to programming technologies in art and education, particularly pedagogical sessions with music. Handling devices, sensors and Raspberry Pi provides participating students with a factor of commitment and enthusiasm, with significant improvements. Working with coding and devices brings an additional advantage in the development of computational thinking and digital competence. The results show an increase in creativity and artistic competence related to the ability to create music from the activities and technological resources described in the technological intervention.
基于Seymour Papert和Wing的计算思维概念的贡献,计算的教学整合在教育背景下是有趣的。将艺术融入到教育中可以导致使用Scratch结合设备设计活动。主要目标是评估计算思维在艺术教育中的整合,利用技术资源、传感器卡和微型计算机,采用以学生为中心的教学方法。本研究评估了来自四所不同学校的35名控制组学生和109名实验组学生的结果,使用Mann-Whitney ' s U-test对独立样本评估“主动学习”、“计算概念”和“乐趣”量表。采用数据三角剖分法,与基于设计的研究相一致,访谈和焦点小组的结果加强了上述测试的结果,为研究提供了效度。在艺术和教育中,特别是音乐教学课程中,与编程技术相关的学生兴趣,动机和承诺方面有优势。处理设备、传感器和树莓派为参与的学生提供了承诺和热情的因素,并有了显着的改进。与编码和设备一起工作在计算思维和数字能力的发展方面带来了额外的优势。结果表明,通过技术干预所描述的活动和技术资源来创作音乐的能力与创造力和艺术能力有关。