在小学阶段采用创新技术和实践进行教学。

Sarah Washbrooke
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引用次数: 1

摘要

将计算机科学引入小学教育年龄相对较新,因为传统上它主要用于中学和大学水平的学习(Heintz et al., 2016)。专家们一致认为,即使是年幼的孩子也能理解计算思维(CT)的基本概念,从小培养与CT相关的技能非常重要(Boccini et. al, 2016, p.48)。根据Bocconi等人的报道,计算机科学正日益成为世界上许多国家的必修课程领域,而且最近在强制性教育中,计算机科学和计算机科学的整合有所增加,这可以从最近教育课程的变化中得到证明(p9)。, 2016)。在新西兰,技术课程最近进行了更新,主要修订是增加了CT和设计和开发数字成果作为技术领域(教育部,2017a)。数字技术课程内容的意图是“显著促进学生发展他们作为数字公民和数字技术用户所需的知识和技能”(教育部,2017b, p.3)。还有一种期望是,所有教师都有责任培养数字流畅性和读写能力。教师有责任有效地使用这些工具,并反过来教育学生如何利用这些工具进行学习(Wright, 2010,第46页)。在许多国家引入CT的主要理由是促进全面参与数字领域所需的21世纪技能的发展(Bocconi等人,2016年,第8页)。ByteEd是一家总部位于新西兰的教育资源公司,最近开发了一种新的小学计算机科学教学方法,将21世纪的技能发展纳入其中。Play Code Learn系列STEM(科学、技术、工程和数学)工具包采用不插电的数字方法,探索面向未来的增强现实(AR)和编程技术。根据Bell和Vahrenhold(2018)的研究,他们为学生提供了不插电的活动,让他们在计算机科学中获得持久的想法。事实证明,将物理数字任务与不插电的任务结合起来对学习更有益。这些工具包使学生能够在过渡到将技能和知识在数字环境中付诸行动之前学习和理解数字概念。这个演讲深入探讨了第一个游戏代码学习工具包,恐龙步骤,在两个新西兰教室的教学和学习的影响。在2022年第4学期,使用恐龙步骤工具包和相关教学资源后,使用不插电方法对学习者有利,并突出了知识保留和对概念,技能和读写能力的理解的重大转变。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Teaching and learning with innovative technologies and practices at primary school level.
The introduction of computer science to primary schooling age is relatively new, as traditionally it was primarily set aside for secondary and tertiary level learning (Heintz et al., 2016). Experts agree that even young children can understand fundamental concepts of computational thinking (CT), and that it is important to develop skills related to CT from a young age (Boccini et. al, 2016, p.48).   Increasingly computer science is becoming a compulsory area of curriculum for many countries across the world, as reported by Bocconi et al. and there has been a recent increase in the integration of CT and computer science in mandatory education, as evidenced by the recent changes in educational curricula (p9., 2016). In New Zealand, the Technology curriculum was recently refreshed with the main revisions being the addition of CT and designing and developing digital outcomes as technological areas (Ministry of Education, 2017a). The intention of digital technologies curriculum content is to “significantly contribute to students developing the knowledge and skill they need as digital citizens and as users of digital technologies across the curriculum” (Ministry of Education, 2017b, p.3).   There is also an expectation that all teachers are responsible for building capacity in digital fluency and literacy. It is the teacher's responsibility to effectively use these tools, and to in turn educate students on how to take advantage of these tools for their learning (Wright, 2010, p.46). The main rationale for introducing CT in many countries is to promote the development of 21st century skills necessary for full engagement in the digital realm (Bocconi et al.,  2016, p.8).   ByteEd, a New Zealand based educational resource company, have recently developed a new approach to the teaching of computer science at a primary school level that incorporates 21st century skill development. The Play Code Learn series of STEM (Science, Technology, Engineering and Mathematics) kits utilise an unplugged-to-digital methodology and explore future-focused technologies of Augmented Reality (AR) and programming.   Based on the research of Bell and Vahrenhold (2018), who state unplugged activities for students engage them with lasting ideas in computer science. Integrating physical digital tasks along with unplugged tasks proves to be more beneficial for learning. The kits enable students to learn and understand digital concepts before transitioning to putting skills and knowledge into action in a digital environment.   This presentation delves into the impact of the first Play Code Learn kit, Dinosaur Steps, on teaching and learning in two New Zealand classrooms. The use of an unplugged approach has proven to be advantageous to learners and highlights a significant shift in knowledge retention and the understanding of concepts, skills and literacy after using the Dinosaur Steps kit and related teaching resources during Term 4 2022.
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