Visual Programming - SCRATCH Technology

Visual Programming - SCRATCH Technology

Authors

  • Mariam Zakariashvili Iakob Gogebashvili Telavi State University image/svg+xml

DOI:

https://doi.org/10.52340/tuw.2022.01.35.20

Keywords:

algorithm, programming code, programming language, visual programming, Scratch Jumping Game

Abstract

At the school level of general education, it is now very important for students to master the abilities of creative computer use, technological product building and practical application and integration into various academic areas. The national curriculum states that computer technology, information and communication technology, as well as  digital literacy are widely seen as being completed at the elementary level of education (grades II–VI). The "Scratch Jumping Game Development" educational research project model, which is addressed in this article, relates to the field of computer technology and involves the development  of algorithmic thinking, as well as the construction  of a block-based visual programming code corresponding to the algorithm. The article provides a detailed explanation of the project model, its goals, objectives, implementation plans and evaluation criteria. Students' responsibilities during the course and at the end of the project are also outlined. In addition, the stages of project implementation and related activities are described as follows: 1) Getting to know the Scratch environment, 2) Getting acquainted with Scratch, 3) Building a "Jumping Game" model, 4) Scratch Jumping Game projects/piloting. games. The example resources provided in the article include links to the Scratch.mit.edu online portal, which allow readers to virtually view presentations created by teachers and students and participate in interactive activities.The article is supplemented with conclusions drawn as a result of observation and research, as well as the results of student surveys conducted within the framework of the project, which testify to the effectiveness of the project and the merits of teaching visual programming.

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References

ჩხენკელი მ., (2022, 1 თებერვალი) საქართველოს განათლებისა და მეცნიერების მინისტრის ბრძანება N24/ნ. 2022 წლის 1 თებერვალი. ქ. თბილისი. „ეროვნული სასწავლო გეგმის დამტკიცების შესახებ“ საქართველოს განათლებისა და მეცნიერების მინისტრის 2016 წლის 18 მაისის N40/ნ ბრძანებაში ცვლილების შეტანის თაობაზე.

https://school.emis.ge/ მიმართულება: კომპიუტერული ტექნოლოგიები. კლასი 6. გაკვეთილები Scratch-ის გარემოში მუშაობისათვის.

https://scratch.mit.edu/about Scratct-ის შესახებ

https://scratch.mit.edu/educators#resources Scratch for Educators

https://resources.scratch.mit.edu/www/guides/en/EducatorGuidesAll.pdf რესურსები მასწავლებლებისათვის;

http://scratched.gse.harvard.edu/guide/ Creative Computing Curiculum . რესურსები მასწავლებლებისთვის

https://scratch.mit.edu/starter-projects სასტარტო პროექტები დამწყებთათვის

https://scratch.mit.edu/faq ხშირად დასმული კითხვები Frequently Asked Questions (FAQ)

https://scratch.mit.edu/projects/editor/?tutorial=all რესურსები მოსწავლეთათვის

https://resources.scratch.mit.edu/www/cards/en/scratch-cards-all.pdf რესურსები მოსწავლეთათვის

https://scratch.mit.edu/ideas იდეები: შენ რას შექმნი. რესურსები მოსწავლეთათვის

https://scratch.mit.edu/explore/projects/all იკვლიე: პროექტები

https://scratch.mit.edu/explore/studios/all/ იკვლიე: სტუდიები

https://scratch.mit.edu/parents/ რესურსები მშობლებისათვის

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Published

2023-04-29

How to Cite

Zakariashvili, M. (2023). Visual Programming - SCRATCH Technology. Transactions of Telavi State University, (1(35). https://doi.org/10.52340/tuw.2022.01.35.20

Issue

Section

COMPUTER SCIENCE
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