2022
DOI: 10.24310/innoeduca.2022.v8i1.12093
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El desarrollo del pensamiento computacional en educación: valoración basada en una experiencia con Scratch

Abstract: En la actual sociedad digitalizada el pensamiento computacional se ha convertido en una competencia imprescindible para la resolución de problemas cotidianos. Del mismo modo, la programación emerge con un gran potencial para el desarrollo de dicha competencia. Por ello, resulta urgente incluir la código-alfabetización en la formación inicial del futuro profesorado. En este estudio, se pretende valorar la experimentación basada en Scratch llevada a cabo con el alumnado de Grado de Educación Primaria de la Unive… Show more

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Cited by 4 publications
(2 citation statements)
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“…From this perspective, the integration of computer science into schools has two main objectives: to offer all students the possibility of accessing computer science and to improve the learning of subjects known as STEAM (Science, Technology, Engineering, Arts and Mathematics) [12] by making the contents more authentic and relevant [13] and helping students with learning to break down a task into simpler ones, formulating and testing hypotheses, exploring and investigating, relating knowledge and coming up with original ideas or solutions. Thus, at a global level, different educational administrations have echoed this need in an increasingly digital world and are integrating computational thinking in their classrooms [14][15][16] as another competence that students must acquire from early childhood and primary education [17][18][19][20][21][22][23] through to secondary education [24][25][26][27].…”
Section: Introductionmentioning
confidence: 99%
“…From this perspective, the integration of computer science into schools has two main objectives: to offer all students the possibility of accessing computer science and to improve the learning of subjects known as STEAM (Science, Technology, Engineering, Arts and Mathematics) [12] by making the contents more authentic and relevant [13] and helping students with learning to break down a task into simpler ones, formulating and testing hypotheses, exploring and investigating, relating knowledge and coming up with original ideas or solutions. Thus, at a global level, different educational administrations have echoed this need in an increasingly digital world and are integrating computational thinking in their classrooms [14][15][16] as another competence that students must acquire from early childhood and primary education [17][18][19][20][21][22][23] through to secondary education [24][25][26][27].…”
Section: Introductionmentioning
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%