Análisis de la percepción del estudiante sobre el empleo didáctico de Scratch en el aula
This communication presents an educational experience with pre-universitary students consisting of the creation of a video game in the classroom through the computer application "Scratch". From a qualitative approach, a measure of pair documents similarity PDMS through Kendall Tau distance is applied in order to analyze students´ perception with regard to the implementation of this resource based on block programming. The results show that the most relevant positive aspects are: the increase of support between colleagues and group work, as well as the resolution of doubts. Aspects to be improved or less positive are related to its repetitive nature in the technical procedure and its reduced application in real life. Additionally, the students perceive limitations as its development is mostly constrained to tablets and smartphones, excluding mobile phones from the process. Finally, with regard to its didactic features, benefits for students in relation to their motivation towards study and greater interactivity in the work in the classroom are perceived.