2023
DOI: 10.3390/educsci13040404
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Analysis of Scratch Software in Scientific Production for 20 Years: Programming in Education to Develop Computational Thinking and STEAM Disciplines

Abstract: Scratch is an educational software based on visual programming blocks. It was created in 2003 by the Massachusetts Institute of Technology Media Lab (MIT) and it develops computational thinking (CT) skills from an early age in schools and allows STEM (science, technology, engineering and mathematics) projects to be carried out. The aim of this research is to know the development of the scientific production of the Scratch programme in the educational field in scientific articles in WoS and its link with the ST… Show more

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Cited by 10 publications
(6 citation statements)
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“…Ya que no se logra una conciliación ni unificación de los diversos conceptos relacionados (Cedeño et al, 2023). La asociación indiscriminada de STEM con STEAM se observa en innumerables repositorios, publicaciones y proyectos que nada tienen que ver con las Artes (Silva-Díaz, 2022;Dúo-Terrón, 2023;Romero-Tena et al, 2020). Que en realidad no se potencien las artes de ninguna manera o de forma anecdótica, demuestra la dificultad que entraña incorporar la vertiente artística, especialmente cuando los equipos carecen de especialistas en Educación Artística.…”
Section: Discussionunclassified
“…Ya que no se logra una conciliación ni unificación de los diversos conceptos relacionados (Cedeño et al, 2023). La asociación indiscriminada de STEM con STEAM se observa en innumerables repositorios, publicaciones y proyectos que nada tienen que ver con las Artes (Silva-Díaz, 2022;Dúo-Terrón, 2023;Romero-Tena et al, 2020). Que en realidad no se potencien las artes de ninguna manera o de forma anecdótica, demuestra la dificultad que entraña incorporar la vertiente artística, especialmente cuando los equipos carecen de especialistas en Educación Artística.…”
Section: Discussionunclassified
“…This first positive impact is decisive to arrive with a good attitude towards an educational process. It is a good start to promote STEM activities in the classrooms [28].…”
Section: Conclusion From the Operate Stagementioning
confidence: 99%
“…For example, a teacher who uses robotic coding applications in his/her lessons contributes to his/her students' programming and creativity skills by designing (López-Belmonte, Segura-Robles, Moreno-Guerrero & Parra-González, 2021). For example, the use of robotic coding programs, such as Scratch, is a factor that improves students' thinking skills (Dúo-Terrón, 2023). On the other hand, teachers can design technology-supported educational games to enable students to learn while having fun.…”
Section: Integration Of Technology Into Educationmentioning
confidence: 99%