We describe an experience introducing computational thinking through programming using the Scratch environment. The activity has been carried out in a second grade middle school class with teachers who were undergoing a course for upgrading their digital skills. The objective of this specific experience was to get both students and teachers to learn how to solve the problems that arise in the implementation of a new project from programming activities already working. The modus operandi is to deconstruct an activity, in our case a Scratch program, in order to find in it the solution to a problem, then abstracting this solution and finally specializing again the abstraction into what interests us to have in the new project. By doing so, we join Dewey in "... making students learn the practice of finding out how to solve a problem on their own" [5] by exercising a form of learning to learn. We point out how using the Scratch environment facilitates the identification of the component that, in an already running activity, can be useful for another activity under implementation. In particular the Scratch environment simplifies verifying that the component works in the new context.
Descriviamo una esperienza di avvio al pensiero computazionale attraverso attività di programmazione in ambiente Scratch realizzata in una classe seconda di scuola secondaria di I grado con insegnanti che stavano frequentando un corso di aggiornamento delle loro competenze digitali. Obiettivo di questa specifica esperienza è stato abituare alunni ed insegnanti ad imparare, da quello che già funziona, come risolvere i problemi che sorgono nella realizzazione di un nuovo progetto. Il modus operandi è decostruire una attività, nel caso in questione un programma realizzato in Scratch, andando ad individuare la soluzione ad un problema di interesse, astrarre questa soluzione e poi specializzarla a quanto interessa a noi realizzare. Così facendo ci uniamo a Dewey nel “...far conquistare agli allievi la pratica di scoprire come risolvere un problema da soli” [5] esercitando una forma dell’imparare ad imparare. Si evidenzia come l’uso dell’ambiente Scratch faciliti l’individuazione, in particolare la verifica, della componente che in una attività funzionante può essere utile per una attività in costruzione.
Imparare ad imparare: Decostruire una storia per costruire la nostra storia
Forlizzi L.
;
2019-01-01
Abstract
We describe an experience introducing computational thinking through programming using the Scratch environment. The activity has been carried out in a second grade middle school class with teachers who were undergoing a course for upgrading their digital skills. The objective of this specific experience was to get both students and teachers to learn how to solve the problems that arise in the implementation of a new project from programming activities already working. The modus operandi is to deconstruct an activity, in our case a Scratch program, in order to find in it the solution to a problem, then abstracting this solution and finally specializing again the abstraction into what interests us to have in the new project. By doing so, we join Dewey in "... making students learn the practice of finding out how to solve a problem on their own" [5] by exercising a form of learning to learn. We point out how using the Scratch environment facilitates the identification of the component that, in an already running activity, can be useful for another activity under implementation. In particular the Scratch environment simplifies verifying that the component works in the new context.Pubblicazioni consigliate
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