2016
DOI: 10.1504/ijtel.2016.082317
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Using Scratch and App Inventor for teaching introductory programming in secondary education. A case study

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Cited by 56 publications
(35 citation statements)
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“…We examine teachers' and students' popular projects and calculate their "effectiveness scores" in learning computational thinking concepts based on our rubric. To the best of our knowledge, although there have been papers [21][22][23] comparing Scratch and App Inventor, no papers have compared these languages in terms of computational thinking. Furthermore, although there are rubrics for Scratch projects and App Inventor projects individually, there is no common rubric for assessing both Scratch and App Inventor projects.…”
Section: Introductionmentioning
confidence: 99%
“…We examine teachers' and students' popular projects and calculate their "effectiveness scores" in learning computational thinking concepts based on our rubric. To the best of our knowledge, although there have been papers [21][22][23] comparing Scratch and App Inventor, no papers have compared these languages in terms of computational thinking. Furthermore, although there are rubrics for Scratch projects and App Inventor projects individually, there is no common rubric for assessing both Scratch and App Inventor projects.…”
Section: Introductionmentioning
confidence: 99%
“…As Utting and Roy and their colleagues argue [12], App Inventor and Scratch strive to engage the novice programming students by enabling them to act on projects, which hold more real life context in contrast to more conventional programming. Both of them are attractive programming environments and combine richness with simplicity.…”
Section: Children's Learning and Perceptions On Mit App Inventormentioning
confidence: 99%
“…However, MIT App Inventor appears to be a more popular programming environment for use with learners in the teenage group than Scratch because it fascinates them as they can create personalized software for their most precious device, the smartphone/tablet, and literally augment their own reality [12]. Such projects are not just about programming but engage the students with the world outside of the computer lab.…”
Section: Children's Learning and Perceptions On Mit App Inventormentioning
confidence: 99%
“…In an era of rapid development and application of IT in all areas of human activity, it is imperative for students to develop creative practices through the use of ICT (Kalogiannakis, 2010;Papadakis et al, 2014, Papadakis et al, 2016, and in this respect the use of a digital platform developed for the occurrence of student conferences can provide significant assistance. Regarding ICT, the use of the Internet is undoubtedly considered to be particularly pleasant for students, as it offers rich audiovisual material while simultaneously creating incentives for learning, and making coursework accessible and understandable (Anastasiou et al, 2014).…”
Section: Open Education -The Journal For Open and Distance Education mentioning
confidence: 99%
“…Education and training must respond to this need, which requires investments in infrastructure, organisational changes, digital devices and knowledge in the wider educational community as well as the creation of digital (and open) educational resources and high-quality educational software (Official Journal of the European Union, 2015). Education and training must utilise the new developments in ICT and adopt innovative and dynamic pedagogical processes by adapting and updating content according to the dynamics of time, and up to date with the transformation of society (Anastasiades, 2005;Kalogiannakis, 2010;Papadakis, Kalogiannakis, Orfanakis & Zaranis, 2014;Papadakis, Kalogiannakis, Orfanakis & Zaranis, 2016). The majority of the educational community is aware of the contribution of ICT as a cognitive tool within a constructive and socio-cognitive approach to teaching and learning (Jimoyiannis, 2012;Spanos & Sofos, 2014).…”
Section: Introductionmentioning
confidence: 99%