Digital Learning Objects for teaching computer programming
Topali, Paraskevi

PublishedSeptember 2017
Type of workMasters Thesis
PeriodicalVolume Postgraduate Programme (Education Sciences) Field: Natural Sciences in Education, Pages 1-136
InstitutionUniversity of Ioannina
AdvisorMikropoulos, Anastasios
CountryGreece

ABSTRACT
The evolving character of learning technology has fostered changes in the way that the learning material is produced, stored, manipulated and experienced. The result was the development of reusable learning content, termed as ‘learning object’, which is widespread in the learning community. Learning objects (LOs) can support flexible approaches for learning and teaching, helping students to become more motivated to learn and to take the learning itself into their hands. They are considered as an important teaching tool in many disciplines and especially regarding the STEM, because they visualize their abstract concepts and they provide direct
feedback.

Computer programming, key area of Computer Science and a skill of a great importance for today’s digital world involves studying different types of abstract concepts that can be difficult for students to understand. As a result, educators search effective and motivate ways to teach its core concepts and programming languages. Despite the strong benefits, a good deal of interest and a number of large-scale projects, the learning object revolution has not really materialized in Computer Science in general and in computer programming especially.

This dissertation revolves around the need to motivate primary students without any experience in learning programming. In response to this need, five LOs have been developed to help Computer Science teachers while dealing with teaching of basic programming concepts and ideas. Driven by the thought of making them as more intuitive and easy handled and the same time quite flexible and reusable, the LOs have been designed and developed into Scratch environment.

As the results suggest, the proposed LOs seem a useful tool for teachers; they address mainly students without any prior experience in programming, they are aligned to the learning goals, they use authentic scenarios and they can boost students’ motivation in an innovative way. The evaluation also found shortcomings hinting at path of future improvements.

Ο εξελισσόμενος χαρακτήρας των τεχνολογιών μάθησης έχει μεταβάλλει τον τρόπο με τον οποίο το μαθησιακό υλικό παράγεται, αποθηκεύεται και αξιοποιείται. Το αποτέλεσμα ήταν η ανάπτυξη επαναχρησιμοποιούμενου μαθησιακού περιεχομένου, που ονομάζεται «μαθησιακό αντικείμενο» και είναι ήδη ευρέως διαδεδομένο στην εκπαιδευτική κοινότητα. Τα μαθησιακά αντικείμενα καθιστούν τη διαδικασία μάθησης πιο ευέλικτη, παρέχοντας στους μαθητές κίνητρο για μάθηση και εμπλέκοντάς τους πιο ενεργά στη διδασκαλία. Θεωρούνται ως ένα σημαντικό διδακτικό εργαλείο σε πολλούς κλάδους και ειδικά στις λεγόμενες STEM, λόγω της οπτικοποίησης αφηρημένων εννοιών και της άμεσης ανατροφοδότησης που παρέχουν.

Ο προγραμματισμός, βασικός άξονας της Πληροφορικής, αφορά τη μελέτη εννοιών που συχνά είναι δυσνόητες για τους μαθητές. Ως αποτέλεσμα, οι εκπαιδευτικοί αναζητούν πιο αποτελεσματικούς και ευχάριστους τρόπους για να διδάξουν αφηρημένες έννοιες και γλώσσες προγραμματισμού. Παρά τα ισχυρά οφέλη και το ενδιαφέρον, ο αριθμός των μαθησιακών αντικειμένων που έχουν αναπτυχθεί για την Πληροφορική, γενικότερα, και τον προγραμματισμό, ειδικότερα, είναι περιορισμένος.

Η παρούσα εργασία αφορά τη βελτίωση της διδασκαλίας βασικών εννοιών του προγραμματισμού σε μαθητές δημοτικού χωρίς προηγούμενες γνώσεις στο αντικείμενο. Για την ενίσχυση του ενδιαφέροντος τους και την παράλληλη υποστήριξη των εκπαιδευτικών, σχεδιάστηκαν και αναπτύχθηκαν πέντε μαθησιακά αντικείμενα στο Scratch, ένα περιβάλλον εύκολο και ευχάριστο στη χρήση που εξασφαλίζει την απαιτούμενη ευελιξία και επαναχρησιμοποίηση των μαθησιακών αντικειμένων.

Βάσει των αποτελεσμάτων, τα προτεινόμενοι μαθησιακά αντικείμενα αναδείχτηκαν ως χρήσιμο εργαλείο για τους εκπαιδευτικούς· απευθύνονται κυρίως σε αρχάριους μαθητές αναφορικά με τις γνώσεις στον προγραμματισμό, ευθυγραμμίζονται με τους μαθησιακούς στόχους, χρησιμοποιούν αυθεντικά σενάρια και είναι καινοτόμα. Η ανατροφοδότηση περιλαμβάνει και προτάσεις για μελλοντικές βελτιώσεις.

Keywords computer science education · Learning Objects (LO) · learning situations · primary students · programming · Programming structures · Scratch · students’ motivation · διαδικασίες μάθησης · δομές προγραμματισμού · κίνητρα μάθησης · Μαθησιακά Αντικείμενα (ΜΑ) · μαθητές δημοτικού · Πληροφορική · προγραμματισμός

Published atΙoannina
LanguageGreek
RefereedYes
URLhttp://olympias.lib.uoi.gr/jspui/handle/123456789/28126
Export optionsBibTex · EndNote · Tagged XML · Google Scholar



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