scholarly journals Programming as a tool for across-subjects learning in primary school

2020 ◽  
Vol 17 (3) ◽  
pp. 179-189
Author(s):  
Christer Sjöberg ◽  
Tove Risberg ◽  
Jalal Nouri ◽  
Eva Norén ◽  
Lechen Zhang

Problem and goal. Computational thinking has been introduced in many countries around the world and teachers are working intensely to incorporate programming activities in the classroom. However, teachers are faced with several challenges due to the fact that there is still little research conducted focusing on programming education for younger children, that programming didactics is a rather new phenomenon for the K-9 educational system, and that K-9 teachers have little training with regards to programming. In Sweden for instance, programming has been introduced in several subjects and not as a subject in its own, which create a pressure on teachers to utilize programming as an instrument to teach and enhance learning of different subjects such as mathematics. Methodology. In this paper, we report on a larger lesson study conducted in a primary school (sixth grade) in Sweden with a total of 155 participating pupils. The aim of the lesson was to study whether the visual programming languages, Scratch , in particular, can be used to teach computational thinking, mathematics and social science in an interdisciplinary way. Results. Thus, the paper more specifically presents findings related to: 1) reflections of the use of lesson study methodology to develop programming education; 2) how programming can be utilized as an instrument to teach mathematics as well as social sciences in an interdisciplinary way; and 3) the didactical strategies employed by the teachers. Conclusion. The evidence from this study suggests that the interdisciplinary character of the lesson which incorporates learning goals of mathematics, social science and programming was highly beneficial. The pupils gained a better understanding of learning material by drawing, digitalizing and animating their ideas in Scratch .

Author(s):  
Umi Shohifaturifqi ◽  
Sari Hernawati ◽  
Muhammad Ahsanul Husna

AbstrakPenelitian ini bertujuan untuk mengetahui cara membuat komikhuruf Jawa sebagai media pembelajaran mata pelajaran bahasa Jawa diSekolah Dasar Islam Tarbiyatussibyan Dukuhbadag, Ketanggungan,Kabupaten Brebes. Media pembelajaran adalah alat yang digunakan untukmentransfer pelajaran kepada siswa secara optimal untuk mengarahkantujuan pembelajaran. Komik berisi gambar-gambar berurutan yang memilikikarakter tertentu dan tertata dengan baik. Itu bisa membentuk alur ceritadan berisi pesan untuk para pembaca. Bahasa Jawa memiliki peran pentingbagi orang Jawa karena kearifan lokalnya. Hasil penelitian ini menunjukkanbahwa pengembangan komik huruf Jawa sebagai media pembelajaran baikuntuk diterapkan dalam pembelajaran bahasa Jawa. Itu denganmempertimbangkan validasi dari ahli media dan materi yang berpikir"sangat baik", dengan melihat validasi ahli media yang menunjukkanpersentase 93%, dan sementara pakar materi mencetak 86%. Selain itu, parasiswa Sekolah Dasar Islam Tarbiyatussibyan juga antusias dalam Nglatinkehuruf Jawa. Kesimpulan dari penelitian ini adalah media komik aksara Jawa,cocok untuk digunakan dalam pembelajaran aksara Jawa pada siswa kelas VIMI Tarbiyatussibyan.Kata Kunci: Media Pembelajaran, Komik, Bahasa Jawa.AbstractThis research aimed to find out the ways to create Javanese lettercomic as a learning media of Javanese language subject at Islamic PrimarySchool of Tarbiyatussibyan Dukuhbadag, Ketanggungan, Regency of Brebes.Learning media was a tool which was used to transfer the lesson to thestudents optimally in order to aim the learning goals. Comic containedsequenced pictures that had the certain character and were well-arranged. ItUmi S, Sari S dan M. Ahsanul H Pengembangan Media Komik...179 MAGISTRA - Volume 8 Nomor 2 Desember 2017could form the story plot and contain a message for the readers. Javaneselanguage had the important role for Javanese people because of its localwisdom. The result of this research showed that the development of Javaneseletter comic as learning media was good to be applied in Javanese languagelesson. It was by considering the validation from the media and materialsexperts who thought “very good”, by looking at the validation of media expertswho showed a 93% percentage, and while the material expert scored 86%.Moreover, the students of Islamic Primary School of Tarbiyatussibyan werealso enthusiastic in lettering or Nglatinke the Javanese letters. The conclusionsof this study are Javanese script comic media, suitable for use in Javanese scriptlearning on the sixth grade MI Tarbiyatussibyan.Keywords: Learning Media, Comic, Javanese Language.


2021 ◽  
Vol 3 (3) ◽  
pp. 35
Author(s):  
Hongmei Wang

With the rapid development of science and technology, cultivating primary school students' computational thinking ability is one of the most important tasks in contemporary education. Visual programming is closely related to computational thinking. Based on expounding their connotations and characteristics, this paper first analyzes the problems existing in the training of primary school students' computational thinking, then further constructs the training mode of primary school students' computational thinking based on visual programming and conducts classroom teaching practice research, finally puts forward suggestions on the training of primary school students' computational thinking based on visual programming, and provides effective practical guidance for training primary school students' computational thinking ability, innovation and problem-solving ability.


Author(s):  
Christer Sjöberg ◽  
Tove Risberg ◽  
Jalal Nouri ◽  
Eva Norén ◽  
Lechen Zhang

2021 ◽  
Author(s):  
José Michel Fogaça Vieira ◽  
Luciana A. M. Zaina

Learning trajectories are paths that students may follow in order to achieve learning goals. The visualization of learning trajectories of students can support teachers in tracking students evolution and identify difficulties. We propose visualizations of learning trajectories in a new and interactive way, representing different concepts of computational thinking and learning goals in concise or detailed manner, according to interactions of the user. To evaluate our proposal, we chose to represent a series of exercises found in code.org, a free and well known platform that introduces and exercises computational thinking through visual programming. These visualizations were evaluated by 20 elementary school teachers in usability perspective.


2021 ◽  
pp. 073563312098880
Author(s):  
Sheng-Yi Wu ◽  
Yu-Sheng Su

Currently, many countries actively cultivate students to develop computational thinking ability. Many visual programming environments (VPEs) and physical robot courses have been integrated into computational thinking learning in the elementary education stage. This study explores the relationship between the programming learning environment (including VPE, physical robots, and no experience) and the computational thinking ability of higher-grade elementary school students of different genders. The results show that learning through VPE or physical robots can help students improve their computational thinking ability and that students learn better via physical robots. In addition, among the four dimensions of computational thinking ability, most students are weak in algorithm design. In terms of gender, no differences exist in computational thinking ability. Further analysis reveals that female students have better decomposition performance in VPE learning, while male students have better algorithm design performance.


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