Implementación del lenguaje de programación scratch 3.0 para el desarrollo de la creatividad en los estudiantes del grado sexto 03 de la institución educativa técnica internado indígena San Antonio ubicada en el municipio de Manaure – la Guajira

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Date
2020-05-21
Publisher
Universidad Antonio Nariño
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http://purl.org/coar/resource_type/c_7a1f
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Abstract
After analyzing the evolution of the learning in the area of ​​computer science of the degrees of the secondary basic in the Institutional Educativa Técnica Internado Indígena San Antonio de Aremasain, municipality of Manaure, La Guajira, we discovered that only instructed on the handling of equipment and computer programs, where the student in no way becomes a generator of new knowledge or proposals to improve their learning. Mitchell Resnick, director of the MIT Media Lab at the Massachusetts Institute of Technology, affirms, "Learning to program is to program to learn," referring to the learning strengths that allow children and young people to empower the Scratch programming environment. Since its launch ten years ago, it has proven to be a learning tool and a creative driver for children and young people around the world. Highlighting three great advantages. The first provides the opportunity for primary school children, young people, teachers and professionals in any area, to get started in the world of programming. Thanks to its graphical interface in the form of blocks that can be nested like a puzzle, the integration of sounds, the possibility of exchanging the position, color and size of objects, the setting or background of the application and the use of the camera in time real. The second, allows you to share your creations and know or download the creations of others, with the online editor by categories, in a community that grows daily and involves programmers of all ages around the world.
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