Diverse Categories of Programming Learning Activities could be Performed within Scratch
Maria Kordaki · Procedia - Social and Behavioral Sciences · 2012
This study presents a set of categories of learning activities which could be performed by the students using the tools of the wellknown educational software Scratch (www.scratch.mit.edu) that is dedicated for the learning of programming by novices. Specifically, eleven categories of learning activities that could be performed within Scratch were formed, namely: (a) Free creative activities, (b) Solving a specific problem, © Multiple solution tasks, (d) Experimentation within working Scratch projects, (e) Modification of working Scratch projects, (f) Working on a complete Scratch output and a correct but incomplete part of its code, (g) Working on a complete Scratch output and a mixed form of its code, (h) Working with a complete Scratch output and an incorrect part of its code, (i) Working with the complete code of a Scratch program and predicting its output, (j) Black-box activities, and (k) Collaborative learning activities. Computing teachers can use these categories of activities in their attempts to design appropriate every day classroom settings for the learning of programming by novices within Scratch.