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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Datalogiskt tänkande på gymnasiet : En kartläggning inom kursen Programmering 1 / Computational thinking in upper secondary school : An overview within the course Programming 1

Hultén Mattsson, Victor, Quick, Rafael January 2023 (has links)
Allt fler delar av samhållet digitaliseras och i och med detta ökar behovet av digital kompetens, bland annat inom programmering. Programmering som skolämne finns på gymnasienivå och kan antingen ingå inom ramen för ett program eller läsas som valbar kurs. Utgångspunkten för detta arbete är programmeringsundervisningen på gymnasiet, med särskilt fokus på kursen Programmering 1.  Syftet med detta arbete är att kartlägga hur elevers arbetssätt vid lösning av en individuell uppgiftg i kursen Programmering 1 kan förstås utifrån ett antal förmågor inom datalogiskt tänkande. De förmågor inom datalogiskt tänkande som avses här är abstraktion, algoritsmiskt tänkande, dekompositionm, mönsterigenkänning och generalisering.  För att samla in studiens data, som är kvalitativ, användes observationer och intervjuer. Totalt sett studerades åtta elever som gick årskurs 3 på teknikprogrammet på en gymnasieskola och som läste kursen Programmering 1 som en obligatorsik del av sitt program. Insamlade data analyserades genom att göra en tematisk analys.  Den tematiska analysen resulterade i en tankekarta som visualiserar hur elevernas beteenden under uppgiftslösningen kan förstås utifrån förmågorna inom datalogiskt tänkande. Analysen visade att alla undersökta förmågor förekom i någon utsträckning, men att eleverna använde abstraktion och algoritmiskt tänkande i större utsträckning och med större säkerhet än dekomposition och mönsterigenkänning. / An increasing number of sectors in society are being digitalized, which in turn increases the need for digital skills, including programming. Programming is a subject in upper secondary school and can either be part of a program or taken as an elective course. The focus of this study is programming education in upper secondary school, specifically the course Programming 1.  The purpose of this study is to map how students' approach to solving individual tasks in the Programming 1 course can be understood based on a set of abilities related to computational thinking. The computational thinking abilities considered here are abstraction, algorithmic thinking, decomposition, pattern recognition, and generalization.  To gather qualiktative data for the study, observations and interviews were conducted. A total of eight students in their third year of the technology program at an upper secondary school, who were taking Programming 1 as a mandatory part of their program, were studied. The collected data was analyzed using thematic analysis.  The thematic analysis resulted in a concept map that visualizes how students' behaviors during task-solving can be understood in terms of the abilities within computational thinking. The analysis revealed that all the examined abilities were present to some extent, but students utilized abstraction and algorithmic thinking to a greater extent and with more confidence compared to decomposition and pattern recognition.
22

Codeinskij : Art and programming as part of young children’s creative exploration / Codeinskij - Art and programming as part of young children’s creative exploration : Exploring and developing tangible interactions for children to explore simple concepts of computer science, geometry and digital art in a fun an playful way.

Paolo, Camerin January 2021 (has links)
This is a project that explores the realm of programming and art education for young children, trying to bring these two disciplines together in a fun and playful way. The aim is to allow children to express themselves creatively and at the same time explore and understand basic concepts of coding and programming. From the idea of creating a tool for education, this project has evolved, throughout the iterative design process of prototyping and testing, into a toolbox for personal exploration and discovery of Art and technology. This toolbox not only aims to give children the opportunity to grow and develop their understanding of digital media but also aims to help them create stronger bonds with people around them, by sharing and participating together in the activities that they will create. Prototyping is here used as an explorative tool to not only develop the final design but to also investigate children, their interests and aspirations. The different iterations have helped getting a deeper understanding of the user and the concepts revolving around the topic of art and programming to which this project try to talk to. The outcome is a physical modular interface that allows children to build, piece by piece, a digital and interactive art experience that they can eventually share and play with family and friends.

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