2020
DOI: 10.17533/udea.unipluri.20.1.06
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A Dialogue Between Computational Thinking and Interdisciplinarity using Scratch Software

Abstract: In this paper, the purpose is to discuss results of a continuing education action with teachers, linked to the university extension project Computational Thinking and Interdisciplinarity in the classroom, developed within the Postgraduate Program in mathematics education at Sao Paulo State University (UNESP), Rio Claro (Sao Paulo), Brazil. The development of interdisciplinary activities by teachers using Scratch software is highlighted, pointing out how this is reflected in the classroom, from the development … Show more

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Cited by 5 publications
(6 citation statements)
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“…Subsequently, several versions have been developed by MIT, namely, Scratch 2.0 in 2013 and the current Scratch 3.0 in January 2019, with a more intuitive version of its interface [98] moving from Flash to evolve to HTML5. The Scratch programme was created [99] for people who want to get started in the world of the basics of programming [100], especially children, because of the intuitive visual programming blocks with colours [101][102][103], but also for teachers [104] of any educational stage, including university students [105,106], who may need to get started in the world of computational thinking (CT) and programming without advanced knowledge [107].…”
Section: Twentieth Anniversary Of Scratch Softwarementioning
confidence: 99%
“…Subsequently, several versions have been developed by MIT, namely, Scratch 2.0 in 2013 and the current Scratch 3.0 in January 2019, with a more intuitive version of its interface [98] moving from Flash to evolve to HTML5. The Scratch programme was created [99] for people who want to get started in the world of the basics of programming [100], especially children, because of the intuitive visual programming blocks with colours [101][102][103], but also for teachers [104] of any educational stage, including university students [105,106], who may need to get started in the world of computational thinking (CT) and programming without advanced knowledge [107].…”
Section: Twentieth Anniversary Of Scratch Softwarementioning
confidence: 99%
“…there were two publications (Lee & Malyn-Smith, 2019;Otterborn et al, 2019) while in 2020 and 2021, three studies were published in each year (Erdogan, 2020;Kjällander et al, 2021;Piedade et al, 2020;Seckel et al, 2021;Zampieri & Javaroni, 2020;Zieffler et al, 2021). Notably, 2022 witnessed a substantial rise in the number of studies on computational thinking among mathematics teachers, with six publications (Avcı & Deniz;2022;Knie et al, 2022;Mamolo et al, 2022;Molina-Ayuso et al, 2022;Olsson & Granberg et al, 2022;Umutlu, 2022).…”
Section: Included Eligibility Screening Identificationmentioning
confidence: 99%
“…Esta subcategoría refiere a los aportes y potencial transformador de la tecnología en los procesos educativos en Educación Superior registrados en los diferentes estudios. Al respecto, las 13 unidades de análisis presentadas en la Tabla 6 se diferencian en dos conjuntos, el primero constituido de seis artículos que refieren a estudiantes universitarios en diferentes áreas (Medina y Ortiz, 2013;Martínez, Susano y Espinosa, 2015;Rueda y Parada, 2016;Fabro, 2017;Carrillo y Tendencias y Transformaciones educaTivas al inTegrar Tecnologías en educación superior: el caso de la revisTa uni-pluriversidad Doi: 10.17533/udea.unipluri.20.3.01 Suárez, 2017;Fabro et al, 2020) y el segundo conjunto conformado por siete textos orientados a la formación de profesores tanto inicial como continuada (Richit, 2014;Carmona-Mesa, Salazar y Villa-Ochoa, 2018;Rosa y Orey, 2019;Romo-Vázquez, Barquero y Bosch, 2019;Carmona-Mesa, Cardona y Castrillón-Yepes, 2020;Zampieri y Javaroni, 2020;Vera, Araujo y Veit 2020).…”
Section: Transformación De Procesos Formativos En Educación Superiorunclassified
“…Respecto a la formación en entornos virtuales a través de tecnologías como Moodle, se destaca el potencial para la difusión, adaptación y formación de profesores en nuevas propuestas educativas como la modelación matemática y para reflexionar críticamente sobre el papel de las matemáticas en la sociedad (Romo-Vázquez, Barquero y Bosch, 2019; Rosa y Orey, 2019); de igual forma, el desarrollo de actividades interdisciplinares que integran tecnologías como Scratch y fomentan el desarrollo del pensamiento computacional (Zampieri y Javaroni, 2020). Además, investigadores como Vera, Araujo y Veit Jaime Carmona-mesa / móniCa Cardona Zapata / Vanessa arias Gil (2020) reportan que los entornos virtuales propician la interacción continua entre los diferentes participantes de una comunidad de práctica, aportando a la conformación de nuevas redes de cooperación fundamentadas en los intereses de los participantes.…”
Section: Transformación De Procesos Formativos En Educación Superiorunclassified
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