当前位置: X-MOL 学术Informatics in Education › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
A Holistic Digital Game-Based Learning Approach to Out-of-School Primary Programming Education
Informatics in Education Pub Date : 2021-04-27 , DOI: 10.15388/infedu.2021.12
Taras PANSKYI , Zdzisława ROWIŃSKA

This paper presents an innovative educational approach to organizing the out-of-school teaching of programming in middle childhood. The proposed DGBL model includes three distinct educational phases, i.e. learning visual programming, programming and robotics, and programming and electronics. The research was carried out during the school years of 2017–2019. The study sample consists of 329 primary school students from K4 to K10 from the Lodzkie Voivodeship in Poland. The results were obtained from anonymous questionnaires completed by course participants. The answers confirm that the proposed approach helps children to learn the main concepts of computational thinking and programming. The described approach reinforces the essential idea in children that programming, engineering, mathematics and technology are intertwined in the modern world. Moreover, the approach combines and balances practical, methodological and pedagogical issues and is suitably integrated with out-of-school programming education to facilitate the teaching and learning process.

中文翻译:

校外小学编程教育的基于数字游戏的整体学习方法

本文提出了一种创新的教育方法来组织中学编程的校外教学。提出的 DGBL 模型包括三个不同的教育阶段,即学习可视化编程、编程和机器人技术以及编程和电子学。该研究是在 2017-2019 学年期间进行的。研究样本由来自波兰洛兹基省的 329 名 K4 到 K10 的小学生组成。结果来自课程参与者完成的匿名问卷调查。答案证实,所提出的方法可以帮助孩子们学习计算思维和编程的主要概念。所描述的方法强化了儿童的基本观念,即编程、工程、数学和技术在现代世界中相互交织。
更新日期:2021-04-27
down
wechat
bug