Font Size: a A A

Design And Empirical Study Of Graphic Programming Teaching Activities In Elementary Schools Based On Kitten Platform

Posted on:2021-08-29Degree:MasterType:Thesis
Country:ChinaCandidate:L Y XiangFull Text:PDF
GTID:2507306548987389Subject:Master of Education
Abstract/Summary:PDF Full Text Request
Today,science and technology continue to advance,artificial intelligence has become a popular vocabulary,and countries have promoted artificial intelligence education,hoping to seize the high ground in science and technology.For this reason,promoting young people to learn programming has also become one of the results of education reform in various countries.The advent of Scratch has brought about a new programming method,graphical programming.Due to the late start of programming education for young people in China,China has not yet released the curriculum standards and the division of programming ability for young people ’s programming education.The problem that comes with this is that the school does not have a unified textbook.Difficulty in controlling and teaching methods vary,which hinders students’ programming learning and subsequent development.The experiential learning circle was originally a four-stage theoretical model proposed by experiential learning expert David Cooper,which was also translated into "experiential learning" and "experiential learning" in China.The four-stage experiential learning mainly includes concrete experience,reflective observation,abstract summary and action application.This research combines the four-stage theoretical model of experiential learning circle with programming education,and proposes a teaching model of graphical programming in primary schools based on experiential learning circle.Using the Kitten platform as a programming tool,the teaching model is discussed and empirically tested.The results of the study show that students are more recognized for the Kitten platform,and their learning level and peer assistance have improved.The difference is significant and the teaching effect is better.The experiential learning circle helps teachers to clarify the process of taking classes,and the "Youth Programming Ability Level" also helps teachers to divide students’ programming ability.In the absence of existing standards and teaching materials,it helps teachers formulate teaching for each lesson The goal is to stimulate students’ creativity,increase cooperation and exchanges between students,and open new ideas for teachers to carry out programming education.I hope this research will help promote the programming education in primary schools in China,and it will bring enlightenment to more teaching practitioners and scientific researchers.I also hope that the programming education for young children in China can have better development and cultivate more excellence for China Innovative talents.
Keywords/Search Tags:Graphic Programming, Experiential learning circle, Elementary school programming education
PDF Full Text Request
Related items