By Rory McGann and Aisling Leavy
We can all play games and communicate on social networks, but can we create a game, story or musical experience? To support understanding the role of programming in education, we read about various theoretical perspectives and case studies.
Theoretical perspectives of programming
Constructivist perspective- people construct new knowledge when they are actively engaged in constructing something meaningful - self directed learning- construction of new knowledge
Problematizing - means to wonder why things are, to inquire, to search for solutions and to resolve incongruities.
Research on programming environments : A focus on game design
Game design focus has been on developing programming skills, environments of interest to females and academic domains including science, history, maths and language.Creating game design supports the development of thinking, problem solving and reasoning.Creating an opportunity and advancement for self reflection.
Specific design environments : From Logo to Scratch
Logo became of interest in the 1970's and attempted to show the education system about the programming, however the education department didn't take interest in it. It was often thought that Logo programs were too difficult for pupils. Scratch was then developed which created a simpler way to understand the programs. Using scratch has been sought to be a positive learning experience.
Student teachers initial reactions to programming
Reflective blogs created showed the teachers were surprised of the different ways of learning and teaching. To have the ability to create different skills to develop and enhance both teachers and students learning by stepping out of their comfort zones.
Programming and the curriculum
Learning principles are common across many countries.Focusing on sense of wonder and curiosity, support in learning, collaboration. Using Scratch within the school systems create learning opportunities for mental workout and collaborative and cognitive skills.
Programming : implications for teaching
Programming in an educational environment, creates potential for learning affordances among the pupils.
Teaching and learning strategies
Attention to lesson structure and focusing on pupils prior knowledge and maintain student interest.to use effective pedagogies within their teaching. Resource technological equipment to help further the lesson, ie. interactive whiteboard, speakers or a laptop.
Classroom Management
For maximum success there is to be an adequate amount of teacher speaking, collaborative learning and structured tasks. Behaviour management is often mooted, and a good use of proper classroom pairing as well as activities allow for minimal disruption.
References
McGann, R., & Leavy, A. (Ed.). (2015). Teaching and Learning with ICT in the Primary School (2nd ed.). Abingdon, Oxen: Routledge & New York, NY: Routledge
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