DIGITAL LIBRARY
METHODOLOGICAL GUIDELINES FOR CREATIVE COMPUTING AT 3RD AND 4TH GRADE
'Angel Kanchev' University of Ruse (BULGARIA)
About this paper:
Appears in: EDULEARN18 Proceedings
Publication year: 2018
Pages: 1530-1536
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
Abstract:
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.
Keywords:
Creative Computing, Guidelines, Methodology, Scratch.