結(jié)合測(cè)控板的小學(xué)Scratch創(chuàng)意編程教學(xué)研究
[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.
【學(xué)位授予單位】:上海師范大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:G623.58
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