China is gradually deepening its education reform. children's programming education in STEAM education has caused widespread concern, however, there is no corresponding method for teaching aids design. In this pap...
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ISBN:
(纸本)9783030778880;9783030778897
China is gradually deepening its education reform. children's programming education in STEAM education has caused widespread concern, however, there is no corresponding method for teaching aids design. In this paper, we conducted a comprehensive review of literatures on the development and application of STEAM education in China and globally. After analyzing current situation of children's programming education in China, primary design principles of children's programming teaching aids are summarized. Service design theory was utilized during the research. Five elements of the children's programming curriculum system were summarized and design method of children's programming teaching aids were proposed with analyzing the common points of service design and children's programming courses. This research integrated service design concepts into children's programming education, summarized design methods of Chinese children's programming aids through the relationship of five elements including people, media, scenes, actions, and goals. In addition, this research proposed a new design framework named "children - Technology - Traditional culture - children". The results have positive value for improving the current homogenization of the Chinese programming market, and can promote the emergence of more children's programming teaching aids with Chinese characteristics.
This paper examined the effect of the Unplugged programming Teaching Aids (UPTA) on students' computational thinking and classroom interaction. A set of UPTA was created and used in a primary school in southern Ch...
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This paper examined the effect of the Unplugged programming Teaching Aids (UPTA) on students' computational thinking and classroom interaction. A set of UPTA was created and used in a primary school in southern China. A total of 48 students aged 6-8 were assigned to two classes, with the same instructor and learning materials, but only the treatment group was provided with the UPTA. Both groups were tested on computational thinking ability, children's concrete operation status, degree of ego-centricity, and in-classroom interaction. Results indicated that the children aged 6-8 years old could classify things according to two kinds of criteria at the same time, but their cognitive style was still ego-centered and they found it difficult to deal with problems from a third-party perspective, no matter whether in the treatment group or the control group. However, students in the treatment group achieved significantly higher scores on the test of computational thinking and were more engaged in the classroom interaction patterns. These findings provide evidence of the positive effect of the UPTA on promoting children's computational thinking by guiding them to decompose and solve problems, as well as enhancing their interaction and communication in the classroom, so as to transform from simple imitation to collaborative inquiry.
Collaboration and engagement while coding are vital elements for children, yet very little is known about how children's engagement and collaboration impact their attitudes toward coding activities. The goal of th...
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CLIP 4 Robotics is an icon-based Visual programming Language (VPL) that is designed for the novice programmer. The VPL program is written as a series of icons that represent program instruction syntax. The images allo...
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ISBN:
(纸本)9783319922850;9783319922843
CLIP 4 Robotics is an icon-based Visual programming Language (VPL) that is designed for the novice programmer. The VPL program is written as a series of icons that represent program instruction syntax. The images allow for a wide age range to use the VPL from children to adults. Icons allow for users to feel less intimated with programming than with text-based languages. CLIP 4 Robotics has a user-defined syntax that helps the novice comprehend the language especially children. Icons allow children that have let master reading to program. Example programs are shown that demonstrate the CLIP 4 Robotics language in two different scenarios.
Since the computer is more widely used by children, the existing software for children's amusement and study are not able to satisfy their needs any longer. To solve this problem, a kind of graphical programming l...
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Since the computer is more widely used by children, the existing software for children's amusement and study are not able to satisfy their needs any longer. To solve this problem, a kind of graphical programming language for children is proposed in the paper. We analyze the design principles of graphical programming language for children, and implement ten types of common graphical blocks, integrating the basic knowledge of object oriented programming. We also provide the function to bridge the gap between graphical and text programming. Additionally, we designed and developed a graphical programming tool - KidPipe based on Pen Interaction. Finally, a user study is carried out to verify reliability and usability of KidPipe.
ToonTalk is a child-oriented programming language whose environment is an animated virtual world, with objects that children can pick up and use as in a game, such as birds, trucks, and robots, providing direct child-...
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ToonTalk is a child-oriented programming language whose environment is an animated virtual world, with objects that children can pick up and use as in a game, such as birds, trucks, and robots, providing direct child-oriented metaphors for programming constructs. Actions performed by a programmer's avatar with these objects are both code and coding. ToonTalk is a powerful system, not just a "toy" system: it is based upon concurrent constraint programming languages, and programs written in languages such as Flat Guarded Horn Clauses and Flat Concurrent Prolog can be straightforwardly constructed in ToonTalk. However, there is not a specification of ToonTalk, for ready implementation in other environments. We propose that the ToonTalk language lies not in the animations displayed by the current environment, but on the actions performed by the programmer with virtual world objects;we present a description and analysis of the methods the ToonTalk language provides to programmers for expressing programs. (C) 2007 Elsevier Ltd. All rights reserved.
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