支持教师,吸引学生:K-12计算机教育的协作模式

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Alberto Monge Roffarello, Juan Pablo Sáenz
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引用次数: 0

摘要

虽然计算思维(CT)对儿童的重要性越来越被认识到,但它在小学计算机教育课程中的采用受到一些公开挑战的限制,包括教师培训和课程开发。为了系统化一个过程,使小学教师能够通过小学的计算机教育来教授CT,我们利用Scratch平台,为意大利一个大城市的四年级班级设计、评估和分析了一门编程入门课程。该课程采用基于项目的学习方法,授权儿童小组设计和实施简单的视频游戏,并探索采用协作策略,通过计算机专家、班主任和高中导师积极支持项目工作。我们通过进行观察性研究和与相关教师共同设计活动来评估和完善课程教育策略。然后,我们推导出一个教育模型,允许K-12教师和专家合作设计和实施具有吸引力、包容性和支持性的计算机教育课程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Supporting teachers, engaging students: A collaborative model for K-12 computing education
Although the importance of Computational Thinking (CT) for children is increasingly recognized, its adoption in computing education curricula in primary schools is limited by several open challenges, including teachers’ training and curricula development. Seeking to systematize a process that enables primary school teachers to teach CT through computing education in primary schools, we present the design, evaluation, and analysis of an introductory coding course for 4th-grade classes in a large Italian city, utilizing the Scratch platform. The course followed a project-based learning approach, empowering groups of children in designing and implementing simple video games, and explored the adoption of a collaborative strategy through which computing experts, class teachers, and high-school tutors proactively supported the project work. We evaluated and refined the course educational strategies by conducting an observational study and co-designing activities with the involved teachers. Then, we derived an educational model that may allow K-12 teachers and experts to collaborate in designing and implementing computing education courses that are engaging, inclusive, and supportive.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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