{"title":"基于成长型问题学习的Scratch游戏化教学设计框架的构建与应用","authors":"Huaping Zhang, Peng-hua Deng, Huaqiang Wang","doi":"10.1109/CSTE55932.2022.00017","DOIUrl":null,"url":null,"abstract":"Youth programming education holds the hope for the country's future in the age of artificial intelligence. However, domestic youth programming education began late, and there are issues with Scratch programming instruction in primary and secondary schools, such as a lack of experience and randomness. Growing Problem-Based Learning (GPBL) inherits the positive aspects of “learning by doing” and has intrinsic advantages in curriculum integration and hands-on inquiry capacity, allowing for a methodical approach for Scratch programming education. In order to enhance students' learning experience and stimulate their interest in programming, this paper proposes a Scratch gamification instruction design framework based on GPBL, putting forward four teaching procedures of situational exploration, modeling design, showing and sharing, and appreciation and feedback. It provides a path in the new era with the goal of cultivating talents with higher-order cognition and problem-solving ability. And it also serves as a guide for implementing effective fun programming teaching practices in primary and secondary schools.","PeriodicalId":372816,"journal":{"name":"2022 4th International Conference on Computer Science and Technologies in Education (CSTE)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Construction and Application of Scratch Gamification Instruction Design Framework Based on Growing Problem-Based Learning\",\"authors\":\"Huaping Zhang, Peng-hua Deng, Huaqiang Wang\",\"doi\":\"10.1109/CSTE55932.2022.00017\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Youth programming education holds the hope for the country's future in the age of artificial intelligence. However, domestic youth programming education began late, and there are issues with Scratch programming instruction in primary and secondary schools, such as a lack of experience and randomness. Growing Problem-Based Learning (GPBL) inherits the positive aspects of “learning by doing” and has intrinsic advantages in curriculum integration and hands-on inquiry capacity, allowing for a methodical approach for Scratch programming education. In order to enhance students' learning experience and stimulate their interest in programming, this paper proposes a Scratch gamification instruction design framework based on GPBL, putting forward four teaching procedures of situational exploration, modeling design, showing and sharing, and appreciation and feedback. It provides a path in the new era with the goal of cultivating talents with higher-order cognition and problem-solving ability. And it also serves as a guide for implementing effective fun programming teaching practices in primary and secondary schools.\",\"PeriodicalId\":372816,\"journal\":{\"name\":\"2022 4th International Conference on Computer Science and Technologies in Education (CSTE)\",\"volume\":\"2 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2022 4th International Conference on Computer Science and Technologies in Education (CSTE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CSTE55932.2022.00017\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 4th International Conference on Computer Science and Technologies in Education (CSTE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CSTE55932.2022.00017","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Construction and Application of Scratch Gamification Instruction Design Framework Based on Growing Problem-Based Learning
Youth programming education holds the hope for the country's future in the age of artificial intelligence. However, domestic youth programming education began late, and there are issues with Scratch programming instruction in primary and secondary schools, such as a lack of experience and randomness. Growing Problem-Based Learning (GPBL) inherits the positive aspects of “learning by doing” and has intrinsic advantages in curriculum integration and hands-on inquiry capacity, allowing for a methodical approach for Scratch programming education. In order to enhance students' learning experience and stimulate their interest in programming, this paper proposes a Scratch gamification instruction design framework based on GPBL, putting forward four teaching procedures of situational exploration, modeling design, showing and sharing, and appreciation and feedback. It provides a path in the new era with the goal of cultivating talents with higher-order cognition and problem-solving ability. And it also serves as a guide for implementing effective fun programming teaching practices in primary and secondary schools.