About this paper

Appears in:
Pages: 1530-1536
Publication year: 2018
ISBN: 978-84-09-02709-5
ISSN: 2340-1117
doi: 10.21125/edulearn.2018.0469

Conference name: 10th International Conference on Education and New Learning Technologies
Dates: 2-4 July, 2018
Location: Palma, Spain

METHODOLOGICAL GUIDELINES FOR CREATIVE COMPUTING AT 3RD AND 4TH GRADE

V. Voinohovska, E. Goranova

'Angel Kanchev' University of Ruse (BULGARIA)
The paper describes basic methodological guidelines for teachers to support the design of visual programming learning activities. It proposes basic ideas, strategies, and activities for an introductory creative computing experience using the Scratch programming language in the discipline Computer modelling in the 3rd and 4th grade. Students can create animations, stories, games and a wide variety of interactive media projects.

Introduction:
The aim of the discipline Computer modelling in the 3rd and 4th grade is to mastering the initial knowledge, skills and relationships associated with building digital literacy of students by creating computer models of familiar objects, processes and phenomena, and experimenting with them.

The emphasis in training in the 3rd grade is on acquiring knowledge and skills for working with digital devices, working with files, creating animated projects using algorithms with conditions and replications through a visual environment for block programming.
The emphasis in learning in the 4th grade is on acquiring knowledge and skills for working with information and digital devices, working with files, creating animated projects using conditional algorithms, and synchronizing actions of characters through a visual block-programming environment.

The implementation of the computer models are accomplished in a visual environment with visual resources. The aim of the curriculum is:
• Introducing the digital identity.
• Describing the basic rules for working in a digital environment.
• Developing communication skills, logical thinking and creativity.
• Developing mathematical skills.

Students work in software environment Scratch to create their own interactive stories and animations, tests, puzzles, games, and manage robotic devices.

In the course of the training, students learn about the benefits and damage of the digital devices for the environment. A responsible attitude towards digital technology of users and an ethically safe behaviour in the online environment is encouraged.

Methodology:
There are many different tools for creative computing. Scratch is a free computer programming language. Students can create a wide variety of interactive media projects – animations, stories, games, and more – and share those projects with others in an online community.
@InProceedings{VOINOHOVSKA2018MET,
author = {Voinohovska, V. and Goranova, E.},
title = {METHODOLOGICAL GUIDELINES FOR CREATIVE COMPUTING AT 3RD AND 4TH GRADE},
series = {10th International Conference on Education and New Learning Technologies},
booktitle = {EDULEARN18 Proceedings},
isbn = {978-84-09-02709-5},
issn = {2340-1117},
doi = {10.21125/edulearn.2018.0469},
url = {http://dx.doi.org/10.21125/edulearn.2018.0469},
publisher = {IATED},
location = {Palma, Spain},
month = {2-4 July, 2018},
year = {2018},
pages = {1530-1536}}
TY - CONF
AU - V. Voinohovska AU - E. Goranova
TI - METHODOLOGICAL GUIDELINES FOR CREATIVE COMPUTING AT 3RD AND 4TH GRADE
SN - 978-84-09-02709-5/2340-1117
DO - 10.21125/edulearn.2018.0469
PY - 2018
Y1 - 2-4 July, 2018
CI - Palma, Spain
JO - 10th International Conference on Education and New Learning Technologies
JA - EDULEARN18 Proceedings
SP - 1530
EP - 1536
ER -
V. Voinohovska, E. Goranova (2018) METHODOLOGICAL GUIDELINES FOR CREATIVE COMPUTING AT 3RD AND 4TH GRADE, EDULEARN18 Proceedings, pp. 1530-1536.
User:
Pass: