Identificador persistente para citar o vincular este elemento: http://hdl.handle.net/10553/111864
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dc.contributor.authorQuevedo Gutiérrez, Eduardo Gregorioen_US
dc.contributor.authorZapatera Llinares, Albertoen_US
dc.date.accessioned2021-09-09T18:23:07Z-
dc.date.accessioned2021-09-22T10:21:42Z-
dc.date.available2021-09-09T18:23:07Z-
dc.date.available2021-09-22T10:21:42Z-
dc.date.issued2021en_US
dc.identifier.issn2227-7102en_US
dc.identifier.otherScopus-
dc.identifier.urihttp://hdl.handle.net/10553/111864-
dc.description.abstractThe objective of this research is to study the Scratch programming language as a didactic tool to teach functions. The introduction of didactic tools allowing comprehension in simple and attractive ways is required. Given the traditional teaching/learning system, it is necessary to organize participatory and collaborative dynamic classrooms, which allow the interaction of students in activities where the educator modifies his or her traditional role as an advisor and the students take a more active role in learning through their own effort. In this sense, three activities using the Scratch programming language are proposed: the first one refers to the linear and affine functions, while the second one deals with the quadratic function and the third one is related to the exponential function. The participants in this study were 30 future teachers. The study considers the combination of magisterial lessons and active didactic methodologies as demonstration method, cooperative learning and gamification, also including the applied assessment. The activities, methodologies and assessment were evaluated by the participants with results higher than 4 in 5-point Likert scale for all cases, preferring the active methodologies than magisterial lessons.en_US
dc.languageengen_US
dc.relation.ispartofEducation Sciencesen_US
dc.sourceEducation Sciences [EISSN 2227-7102], v. 11 (9), 499, (Septiembre 2021)en_US
dc.subject12 Matemáticasen_US
dc.subject580107 Métodos pedagógicosen_US
dc.subject120310 Enseñanza con ayuda de ordenadoren_US
dc.subject.otherAssessmenten_US
dc.subject.otherComputational thinkingen_US
dc.subject.otherFunctionsen_US
dc.subject.otherFuture teachersen_US
dc.subject.otherScratchen_US
dc.titleAssessment of scratch programming language as a didactic tool to teach functionsen_US
dc.typeinfo:eu-repo/semantics/Articleen_US
dc.typeArticleen_US
dc.identifier.doi10.3390/educsci11090499en_US
dc.identifier.scopus2-s2.0-85114712286-
dc.contributor.orcid#NODATA#-
dc.contributor.orcid#NODATA#-
dc.contributor.authorscopusid57255315100-
dc.contributor.authorscopusid57204139147-
dc.identifier.eissn2227-7102-
dc.identifier.issue9-
dc.relation.volume11en_US
dc.investigacionCienciasen_US
dc.type2Artículoen_US
dc.description.notasThis article belongs to the Special Issue Trends on Educational Gamification: Challenges and Learning Opportunitiesen_US
dc.description.numberofpages18en_US
dc.utils.revisionen_US
dc.date.coverdateSeptiembre 2021en_US
dc.identifier.ulpgcen_US
dc.contributor.buulpgcBU-INFen_US
dc.description.sjr0,518-
dc.description.sjrqQ2-
dc.description.esciESCI-
dc.description.miaricds9,5
dc.description.erihplusERIH PLUS
item.grantfulltextopen-
item.fulltextCon texto completo-
crisitem.author.deptGIR IUMA: Diseño de Sistemas Electrónicos Integrados para el procesamiento de datos-
crisitem.author.deptIU de Microelectrónica Aplicada-
crisitem.author.deptDepartamento de Matemáticas-
crisitem.author.orcid0000-0002-5415-3446-
crisitem.author.parentorgIU de Microelectrónica Aplicada-
crisitem.author.fullNameQuevedo Gutiérrez, Eduardo Gregorio-
Colección:Artículos
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