结合测控板的小学Scratch创意编程教学研究
发布时间:2018-09-19 10:29
【摘要】:我们已经进入了一个信息化、网络化的时代,并在向创新型社会的方向发展,“大众创业、万众创新”成为时代发展的要求。培养学生创新能力的STEAM教育和创客教育受到了国内外专家的普遍关注。在这个信息化和网络化的时代,作为数字土著的中小学生仅仅掌握计算机的基本操作已不能跟上时代发展的要求。21世纪的人才应该具有更高的数字素养与创新能力,而提高这些能力,最重要的是要掌握计算机背后的原理,在此过程中培养学生的计算思维。Scratch作为编程的入门软件和培养学生计算思维的工具,近几年已经风靡全球。外接传感设备的引入使得Scratch的功能更加强大,学生在创作和分享Scratch项目时,不仅学习了STEAM课程的相关知识,而且学会了创造性地思考、系统地推理以及分工合作这些未来取得成功必须具备的技能。本次研究针对小学生的特点,结合当下Scratch的教学现状,在小学Scratch课堂中引入测控板来进行“创客教育”,让学生利用简单的工具进行设计、制作和分享,在动手和动脑的创造中把创意变成现实,在此过程中培养学生的跨学科素养、创新能力以及动手实践能力。本论文内容主要包括以下五个章节:第一章首先通过“创客教育”和Scratch编程软件这两大教育界的研究热点来阐明本次研究的内容和意义,确定研究方法,并对相关概念进行界定。第二章主要通过文献研究梳理国内外“创客教育”、Scratch教学以及Scratch传感器板的研究现状,并对本次研究的理论基础建造主义理论和创意计算理论进行了阐述。第三章通过案例研究分析当前结合测控板的Scratch编程教学现状,确定了教学的四个层次目标和本次研究的整体框架,通过教学前期分析进行教学策略的制定、教学内容的选择和教学过程的设计。第四章采用行动研究根据教学过程设计进行具体教学实施,并对结合测控板的Scratch创意编程教学的实施过程进行评价,分析教学效果。第五章是对本研究的总结和展望,概括了本研究的创新点和不足之处,对今后的研究提出展望。
[Abstract]:We have entered an era of information and networking, and are developing to the direction of innovative society, "mass entrepreneurship, mass innovation" has become the requirements of the development of the times. STEAM education and creative-guest education, which cultivate students' innovative ability, have received widespread attention from experts at home and abroad. In this era of information and networking, primary and middle school students, as digital natives, can no longer keep up with the requirements of the development of the times only by mastering the basic operation of computers. The talents of the 21st century should have higher digital literacy and innovative ability. To improve these abilities, the most important thing is to master the principles behind the computer. In the process of training students' computational thinking, Scratch, as an introduction software for programming and a tool for cultivating students' computational thinking, has become popular all over the world in recent years. The introduction of external sensing devices makes Scratch more powerful. When students create and share Scratch programs, they not only learn the relevant knowledge of STEAM courses, but also learn to think creatively. Systematic reasoning and division of work are the skills necessary for future success. According to the characteristics of primary school students and the current teaching situation of Scratch, this study introduces the measurement and control board in the primary school Scratch classroom to carry on "creating guest education", so that students can use simple tools to design, make and share. In the process of practical and mental creation, the creativity is turned into reality, and the students' interdisciplinary accomplishment, innovation ability and practical ability are cultivated in the process. The content of this thesis mainly includes the following five chapters: the first chapter clarifies the content and significance of this research and determines the research method through the research hot spots of "Creator Education" and "Scratch programming software". And related concepts are defined. The second chapter mainly combs the domestic and foreign "Creator Education" scratch teaching and Scratch sensor board research status through literature research, and describes the theoretical basis of the theory of constructivism theory and creative computing theory. The third chapter analyzes the current situation of Scratch programming teaching combined with the measurement and control board through case study, determines the four levels of teaching objectives and the overall framework of this study, and formulates the teaching strategy through the pre-teaching analysis. The choice of teaching content and the design of teaching process. The fourth chapter uses action research to carry on the concrete teaching implementation according to the teaching process design, and carries on the appraisal to the Scratch creative programming teaching implementation process combined with the measurement and control board, analyzes the teaching effect. The fifth chapter is the summary and prospect of this research, summarizes the innovation and deficiency of this study, and puts forward the prospect for the future research.
【学位授予单位】:上海师范大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:G623.58
[Abstract]:We have entered an era of information and networking, and are developing to the direction of innovative society, "mass entrepreneurship, mass innovation" has become the requirements of the development of the times. STEAM education and creative-guest education, which cultivate students' innovative ability, have received widespread attention from experts at home and abroad. In this era of information and networking, primary and middle school students, as digital natives, can no longer keep up with the requirements of the development of the times only by mastering the basic operation of computers. The talents of the 21st century should have higher digital literacy and innovative ability. To improve these abilities, the most important thing is to master the principles behind the computer. In the process of training students' computational thinking, Scratch, as an introduction software for programming and a tool for cultivating students' computational thinking, has become popular all over the world in recent years. The introduction of external sensing devices makes Scratch more powerful. When students create and share Scratch programs, they not only learn the relevant knowledge of STEAM courses, but also learn to think creatively. Systematic reasoning and division of work are the skills necessary for future success. According to the characteristics of primary school students and the current teaching situation of Scratch, this study introduces the measurement and control board in the primary school Scratch classroom to carry on "creating guest education", so that students can use simple tools to design, make and share. In the process of practical and mental creation, the creativity is turned into reality, and the students' interdisciplinary accomplishment, innovation ability and practical ability are cultivated in the process. The content of this thesis mainly includes the following five chapters: the first chapter clarifies the content and significance of this research and determines the research method through the research hot spots of "Creator Education" and "Scratch programming software". And related concepts are defined. The second chapter mainly combs the domestic and foreign "Creator Education" scratch teaching and Scratch sensor board research status through literature research, and describes the theoretical basis of the theory of constructivism theory and creative computing theory. The third chapter analyzes the current situation of Scratch programming teaching combined with the measurement and control board through case study, determines the four levels of teaching objectives and the overall framework of this study, and formulates the teaching strategy through the pre-teaching analysis. The choice of teaching content and the design of teaching process. The fourth chapter uses action research to carry on the concrete teaching implementation according to the teaching process design, and carries on the appraisal to the Scratch creative programming teaching implementation process combined with the measurement and control board, analyzes the teaching effect. The fifth chapter is the summary and prospect of this research, summarizes the innovation and deficiency of this study, and puts forward the prospect for the future research.
【学位授予单位】:上海师范大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:G623.58
【参考文献】
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