DESIGN OF EDUCATIONAL COMPUTER GAME IN SECOND GRADE MATHEMATICS WITH THE HELP OF SCRATCH
Plovdiv University "Paisii Hilendarski" (BULGARIA)
About this paper:
Conference name: 13th International Conference on Education and New Learning Technologies
Dates: 5-6 July, 2021
Location: Online Conference
Abstract:
This article details the application of Scratch to teaching mathematics in the second grade. The basis for the developed animated modules is the second grade textbook in mathematics of Prosveta Publishing House with authors Prof. Vladimira Angelova, PhD and Stella Doichinova. The teaching content in mathematics is presented in an interesting and attractive way, with many colour illustrations, under the slogan "The Great Adventure". The content presented in this way offers the opportunity to integrate interactive activities in a smooth and natural way.
An animated module with developed examples of Scratch is presented, taking into account the psychological capabilities of the second graders typical for their age group, covering key topics in the textbook. The plot and topics differ in order to achieve originality, respectively - to achieve the planned effect. The math modules developed and presented in this paper vary in form and complexity and are structured as games, as most students are fascinated by computer games. The software implementation of Scratch is done with the help of commands that are visualized in the environment as building blocks. The blocks are divided into groups and have different color identification - movement commands, commands to determine the appearance, control commands. The dynamic course and the different interface of the modules aim to strengthen the learning content, to develop memory, logical thinking, attention and concentration, while the interrelation between the variety of tasks would help to form knowledge and skills in a system.Keywords:
Scratch, mathematics, interactive activities, second grade.