magistrsko delo
Povzetek
V magistrskem delu se ukvarjamo z učenjem konceptov programiranja v skladu s kurikulom
Ustvarjalno računalništvo (angl. Creative computing) in ugotavljamo, ali učenci ob pogoju, da
jim omogočimo ustvarjalno svobodo ter možnost medsebojnega povezovanja in sodelovanja,
razvijajo in nadgrajujejo računalniško mišljenje.
V teoretičnem delu magistrskega dela najprej predstavimo pojem računalniškega mišljenja in
nekaj njegovih definicij, ki so se razvile v različnih časovnih obdobjih. V sklopu raziskave
uporabljamo tridimenzionalni model računalniškega mišljenja, ki sta ga razvila Karen Brennan
in Mitch Resnick (2012). V model so vključene dimenzije konceptov, perspektiv in praks
računalniškega mišljenja. Vsako od omenjenih dimenzij opredelimo, najbolj pa se
osredotočimo na koncepte, saj je njihovo poznavanje ključnega pomena pri ocenjevanju
napredovanja v znanju učencev v raziskavi. Na kratko predstavimo teorije, na katerih slonijo
sodobni učni pristopi uvodnega programiranja (konstrukcionizem, konstruktivizem),
prikažemo povezavo med učnimi teorijami in prakso s kreativnim učenjem ter razložimo
stopnje razvoja razmišljanja po neopiagetovi teoriji z vidika programiranja. Pred opisom
Ustvarjalnega računalništva prikažemo razvoj kurikulov za računalništvo po svetu, opišemo
slovenski učni načrt za računalništvo in ACM K-12 kurikul za računalništvo, ki ga uporabljajo
v kar nekaj državah. Učni načrt Ustvarjalno računalništvo po poglavjih opišemo skupaj s
podpornimi gradivi. Opišemo programsko okolje Scratch, v katerem se izvajajo dejavnosti,
predstavljene v učnem načrtu. Zanima nas, s katerimi strategijami si učenci pomagajo v
situacijah, ko naletijo na težave. Opišemo tudi pet strategij za uspešno učenje programiranja v
Scrachu, ki jih je predstavila Karen Brennan na podlagi analize podatkov iz učnih opazovanj,
osebnih razgovorov in vsebin, objavljenih na portalu ScratchEd.
Ustvarjalno računalništvo ponuja izvedbo zaporedja aktivnosti, največkrat ustvarjanje
projektov, ki se po zahtevnosti stopnjujejo in pri učencu razvijajo ustvarjalnost in računalniško
sodelovanje. Učenci se skozi aktivnosti srečajo z osnovnimi koncepti mišljenja (zaporedja,
dogodki, zanke, sočasnost, pogojni stavki, operatorji in podatki), spoznajo prakso
računalniškega mišljenja (postopnost in ponavljanje, preizkušanje in odpravljanje napak,
ponovna uporaba in predelava ter abstrakcija in modeliranje) in perspektivo, ki se kaže v
izražanju, povezovanju in spraševanju znotraj skupnosti.
V empiričnem delu opišemo model poučevanja, ki je bil inspiriran s kurikulom Ustvarjalno
računalništvo. V raziskavo so bili vključeni učenci četrtih, petih in šestih razredov izbrane
osnovne šole. Pred začetkom učnih ur so učenci rešili kratek anketni vprašalnik in predtest. Po
zaključenih učnih urah so učenci samostojno izdelali projekt Zgodba v Scratchu. Ko so projekt
oddali, so rešili še potest. V magistrski nalogi smo se osredotočili na napredek v znanju učencev
po uvedbi načina učenja v skladu z idejami Ustvarjalnega računalništva in našimi lastnimi
idejami. Projekte smo kvantitativno evalvirali s prosto dostopno spletno aplikacijo Dr. Scratch.
S pomočjo dnevnika opazovanj pa smo spremljali, katere načine iskanja pomoči učenci pri
težavah pri programiranju najpogosteje uporabljajo.
Po analizi rezultatov testiranj in kvalitativnem in kvantitativnem vrednotenju projektov
ugotovimo, da učenci prek dejavnosti, prilagojenih po kurikulum Ustvarjalno računalništvo,
svoje znanje na področju računalništva poglobijo in se naučijo medsebojnega sodelovanja pri
reševanju problemov, s katerimi se srečujejo.
Ključne besede
ustvarjalno računalništvo;računalniško mišljenje;Scratch;sodelovanje;
Podatki
Jezik: |
Slovenski jezik |
Leto izida: |
2020 |
Tipologija: |
2.09 - Magistrsko delo |
Organizacija: |
UL PEF - Pedagoška fakulteta |
Založnik: |
[M. Hladnik] |
UDK: |
004(043.2) |
COBISS: |
26022403
|
Št. ogledov: |
326 |
Št. prenosov: |
48 |
Ocena: |
0 (0 glasov) |
Metapodatki: |
|
Ostali podatki
Sekundarni jezik: |
Angleški jezik |
Sekundarni naslov: |
Learning computing with creativity and integration |
Sekundarni povzetek: |
In the master's thesis we deal with learning programming concepts in accordance with the
Creative computing curriculum and try to determine whether students with more freedom in
the creative field and the possibility of integration and cooperation, develop and upgrade
computational thinking.
In the theoretical part of the master's thesis, we first present the concept of computational
thinking and some of its definitions, which have developed in different time periods. As part
of the research, we use the three-dimensional model of computational thinking which was
developed by Karen Brennan and Mitch Resnick (2012). Dimensions of concepts, perspectives
and practices of computational thinking are included in the model. We define each of these
dimensions, focusing mostly on the computational concepts which are crucial in assessing
students' progress in our research. We briefly present the theories on which modern learning
approaches of early programming are based (constructionism, constructivism), we show the
connection between constructionism and creative learning and explain the stages of a child's
cognitive development according to neopiagetian theory from the programming point of view.
Before presenting Creative Computing, we demonstrate the development of computer science
curricula around the world, describe the Slovenian computer science curriculum and the ACM
K-12 computer science curriculum, which is used by many countries. Creative computing
curriculum is defined by chapters. We also present a website on which the curriculum and other
teaching materials are accessible. We describe the Scratch software environment in which the
activities presented in the Creative Computing curriculum are implemented and we also write
down five strategies for successful teaching of programming in Scratch proposed by Karen
Brennan based on the analysis of data from learning observations, personal interviews and
content published on ScratchEd.
Creative computing curriculum offers a variety of activities, most often projects that escalate
in complexity and try to develop creativity and computational thinking in the student. Through
the activities, students encounter the basic concepts (sequences, events, loops, parallelism,
conditionals, operators and data), practices (experimenting and iterative, testing and
debugging, reusing and remixing, abstracting and modularizing) and perspectives of
computational thinking that manifest themselves in the expression, connection, and
questioning within the community.
In the empirical part, we describe a teaching model based on the Creative Computing
curriculum. Fourth, fifth and sixth grade students of the selected primary school were included
in the research. Before the lessons, students answered a short survey questionnaire and took a
pretest. After completing the lessons, students independently created a project, A Story in
Scratch. After submitting the project, they had to take a posttest. In the research, we focused
on the progress in students' knowledge after the introduction of a new teaching method
proposed by Creative Computing curriculum. The projects were quantitatively evaluated with
the freely accessible web application Dr. Scratch. With the help of the observation diary, we
monitored which ways of seeking help students most often use in solving problems.
After analysing the test results and qualitative and quantitative evaluation of projects, we have
found that through learning activities adapted to the Creative Computing curriculum, students
have deepened their knowledge in the field of computer science and have learnt to cooperate
with one another in order to solve the problems they are faced with. |
Sekundarne ključne besede: |
computer science;računalništvo; |
Vrsta datoteke: |
application/pdf |
Vrsta dela (COBISS): |
Magistrsko delo/naloga |
Komentar na gradivo: |
Univ. v Ljubljani, Pedagoška fak., Poučevanje, Predmetno poučevanje |
Strani: |
95 str. |
ID: |
11976525 |