ScratchJr设计在实践中:低地板,高天花板

Q1 Social Sciences
Jessica C. Blake-West, Marina U. Bers
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引用次数: 0

摘要

儿童早期计算机科学教育对适合发展的工具和学习环境的需求比以往任何时候都大。ScratchJr是为5-7岁儿童设计的最广泛使用的入门级编码环境之一(Bers和Resnick,2015,Flannery等人,2013),该环境在全球拥有4000多万用户。ScratchJr被设计成一个“低地板、高天花板”的学习环境,这意味着新手用户可以访问它,同时也让更有经验的用户增长他们的知识。在本文中,我们通过观察不同年龄、时间点和体验水平的用户的编程性能,评估了ScratchJr的“低地板、高天花板”设计在实践中的受欢迎程度。我们发现,最年轻、最新手的用户在某种程度上可以在没有指导的情况下使用该应用程序,但通过课程支持,参与度得到了优化。此外,我们发现年龄最大、经验最丰富的用户在应用程序中仍有成长和发现的空间。我们得出的结论是,ScratchJr中的设计决策,如图像、区块变化和环境的开放性,为广大用户(包括儿童和成人)创造了一种受欢迎和吸引人的体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
ScratchJr design in practice: Low floor, high ceiling

The demand for developmentally appropriate tools and learning environments for early childhood computer science education is greater than ever. One of the most widely used introductory coding environments designed for children ages 5–7 is ScratchJr (Bers and Resnick, 2015, Flannery et al., 2013), which has over 40 million users worldwide. ScratchJr was designed as a “low floor, high ceiling” learning environment — meaning that it is accessible to novice users while also allowing more experienced users to grow their knowledge. In this paper, we evaluate how the “low floor, high ceiling” design of ScratchJr is received in practice through looking at the programming performance of users at different ages, timepoints, and experience levels. We find that the youngest, and most novice users were able to engage with the app to some extent with no instruction, but engagement was optimized with curricular support. Additionally, we found that the oldest, and most experienced users still had room for growth and discovery in the app. We conclude that the design decisions in ScratchJr such as iconography, block variation, and open-endedness of the environment creates a welcoming and engaging experience for a wide range of users, both children and adults.

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来源期刊
CiteScore
7.20
自引率
0.00%
发文量
73
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