计算思维:通过使用Scratch进行结构化编程的分析

A. Kuz
{"title":"计算思维:通过使用Scratch进行结构化编程的分析","authors":"A. Kuz","doi":"10.36995/j.recyt.2023.39.010","DOIUrl":null,"url":null,"abstract":"In recent years, numerous initiatives have emerged to develop computational thinking. Computational thinking and programming are closely related they are both tools for working with algorithmic concepts. ICTs and, and specifically computer programs with a playful orientation for teaching programming are relevant since they take into consideration aspects related to the educational environment. Game-based learning is a complement that allows taking advantage of the playful component of games to train computational thinking and, therefore, various others skills. Scratch is one of the most used tools to teach programming, through visual and playful programming languages that seek to promote computational skills that involve problem solving, through active and constructive learning. In this study, theoretical foundations of structured programming are analyzed based on simple computing concepts such as handling sequences, control instructions such as loops and conditionals, and their adaptation using Scratch. For this article, a qualitative analysis is presented, supported by descriptive research. The partial findings, at this point, suggest the usefulness of applying video games to train computational thinking skills. In this way, opens the possibility of proposing extended uses of other interactive games such as Lightbot, PilasEngine, Pilas Bloques.","PeriodicalId":21243,"journal":{"name":"Revista de Ciencia y Tecnología","volume":"45 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Computational thinking: an analysis through structured programming using Scratch\",\"authors\":\"A. Kuz\",\"doi\":\"10.36995/j.recyt.2023.39.010\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In recent years, numerous initiatives have emerged to develop computational thinking. Computational thinking and programming are closely related they are both tools for working with algorithmic concepts. ICTs and, and specifically computer programs with a playful orientation for teaching programming are relevant since they take into consideration aspects related to the educational environment. Game-based learning is a complement that allows taking advantage of the playful component of games to train computational thinking and, therefore, various others skills. Scratch is one of the most used tools to teach programming, through visual and playful programming languages that seek to promote computational skills that involve problem solving, through active and constructive learning. In this study, theoretical foundations of structured programming are analyzed based on simple computing concepts such as handling sequences, control instructions such as loops and conditionals, and their adaptation using Scratch. For this article, a qualitative analysis is presented, supported by descriptive research. The partial findings, at this point, suggest the usefulness of applying video games to train computational thinking skills. In this way, opens the possibility of proposing extended uses of other interactive games such as Lightbot, PilasEngine, Pilas Bloques.\",\"PeriodicalId\":21243,\"journal\":{\"name\":\"Revista de Ciencia y Tecnología\",\"volume\":\"45 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Revista de Ciencia y Tecnología\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.36995/j.recyt.2023.39.010\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista de Ciencia y Tecnología","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.36995/j.recyt.2023.39.010","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

近年来,出现了许多发展计算思维的倡议。计算思维和编程密切相关,它们都是处理算法概念的工具。信息和通信技术,特别是以有趣为导向的计算机程序的教学编程是相关的,因为它们考虑到与教育环境相关的方面。基于游戏的学习是一种补充,它允许利用游戏的有趣成分来训练计算思维,从而训练各种其他技能。Scratch是最常用的编程教学工具之一,通过可视化和有趣的编程语言,通过积极和建设性的学习,寻求提高涉及解决问题的计算技能。在本研究中,结构化编程的理论基础是基于简单的计算概念,如处理序列,控制指令,如循环和条件,以及它们的适应使用Scratch分析。本文采用定性分析和描述性研究相结合的方法。在这一点上,部分发现表明应用电子游戏训练计算思维技能是有用的。通过这种方式,打开了提议扩展其他互动游戏(如Lightbot, PilasEngine, Pilas Bloques)使用的可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Computational thinking: an analysis through structured programming using Scratch
In recent years, numerous initiatives have emerged to develop computational thinking. Computational thinking and programming are closely related they are both tools for working with algorithmic concepts. ICTs and, and specifically computer programs with a playful orientation for teaching programming are relevant since they take into consideration aspects related to the educational environment. Game-based learning is a complement that allows taking advantage of the playful component of games to train computational thinking and, therefore, various others skills. Scratch is one of the most used tools to teach programming, through visual and playful programming languages that seek to promote computational skills that involve problem solving, through active and constructive learning. In this study, theoretical foundations of structured programming are analyzed based on simple computing concepts such as handling sequences, control instructions such as loops and conditionals, and their adaptation using Scratch. For this article, a qualitative analysis is presented, supported by descriptive research. The partial findings, at this point, suggest the usefulness of applying video games to train computational thinking skills. In this way, opens the possibility of proposing extended uses of other interactive games such as Lightbot, PilasEngine, Pilas Bloques.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Pb, Cd, and As in soils and yerba mate branches from different cultivation areas Evaluation of cardiovascular risk in obese children and adolescents attended at a Level III hospital in Posadas, Misiones, Argentina Resilience profile of students of the National University of Misiones (UNaM) First report of pseudogenes of SABATH enzymes from xanthinesmetabolic pathway in Ilex paraguariensis Biological activity of Lemongrass (Cymbopogon citratus) and its applications in industry
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1