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"INFORMATICS FOR CHILDREN AGED 3 TO 6 YEARS" - FOUR PERSPECTIVES TO WORK WITH A COMPETENCE-BASED FRAMEWORK IN KINDERGARTENS TO SUPPORT THE DEVELOPMENT OF 21ST CENTURY SKILLS
see-it.consulting KG (AUSTRIA)
About this paper:
Appears in: ICERI2020 Proceedings
Publication year: 2020
Pages: 2125-2135
ISBN: 978-84-09-24232-0
ISSN: 2340-1095
doi: 10.21125/iceri.2020.0514
Conference name: 13th annual International Conference of Education, Research and Innovation
Dates: 9-10 November, 2020
Location: Online Conference
Abstract:
The benefit of the framework "Informatics for children aged 3 to 6 years" lies in its use in kindergarten for early technology education in informatics. Persons who would like to pursue early technology education in computer science in kindergarten are hereby provided with a tool with which individual tasks can be derived for the ongoing active involvement of children with computer science. The activity templates available in the framework offer a wide range of activities around computer science, which not only cover the topic of programming, but also deal with the diversity of computer science in three guiding themes ("Early Childhood Technology", "Computational Thinking", "Child-Centered- Design").

The competence-based framework "Informatics for children aged 3 to 6 years" consists of 50 activity templates, which are assigned to the three guiding themes in five content dimensions and to nine types of activities and four levels of difficulty.

The innovation of the framework is that four perspectives (focused on the content dimensions, the guiding themes, the learning outcomes or the activities) help to create any number of tasks, even those of shorter duration but always learning outcome-oriented. These can be combined in teaching-learning units and can be incorporated continuously over a longer period in the work with kindergarten children. Furthermore, the four perspectives can be used to optimally support different needs and approaches in knowledge transfer, regardless of the hardware and software used. All four perspectives serve as starting points for deriving tasks from the activity templates of the framework.

In the first perspective, learning outcome-oriented tasks can be derived from the activity templates along the content dimensions. In the second perspective, the activity templates are organized according to guiding themes. The learning outcomes themselves are the focus of interest in the third perspective - from which activity templates should tasks be derived to support a particular learning outcome? The fourth perspective shows the activity templates assigned to the activities used and the associated learning outcomes.
Keywords:
21st century skills, early technology education, learning outcomes, computer science.