游戏化编码:玩具机器人和早期教育中的有趣学习

K. Heljakka, P. Ihamäki, Pauliina Tuomi, Petri Saarikoski
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引用次数: 6

摘要

本文探讨了智能玩具机器人Dash和Botley的编码活动,作为芬兰早期教育背景下好玩学习的一部分。我们的研究结果展示了芬兰5-6岁的学龄前儿童是如何使用两个玩具机器人进行编码的。该研究的主要结论是,学龄前儿童使用具有编码功能的玩具机器人主要是为了围绕他们开发游戏化游戏,为玩具设计轨道,为玩具编程以解决障碍路径,并在玩家生成的灵巧性,速度和身体移动游戏竞赛中竞争。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamified Coding: Toy Robots and Playful Learning in Early Education
This paper explores the activity of coding with smart toy robots Dash and Botley as a part of playful learning in the Finnish early education context. The findings of our study demonstrate how coding with the two toy robots was approached, conducted and played by Finnish preschoolers aged 5-6 years. The main conclusion of the study is that preschoolers used the toy robots with affordances related to coding mainly in developing gamified play around them by designing tracks for the toys, programming the toys to solve obstacle paths, and competing in player-generated contests of dexterity, speed and physically mobile play.
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