BİLGİSAYAR PROGRAMLAMA EĞİTİMİNDE SCRATCH PROGRAMI KULLANIMINA İLİŞKİN LİSE ÖĞRENCİLERİNİN GÖRÜŞLERİ
Author(s) -
Deniz Mertkan Gezgin,
Saniye Nur ÖZCAN,
Kübra Ergün,
Özge Buran Köse,
Neriman EMİR
Publication year - 2017
Publication title -
journal of international scientific researches
Language(s) - English
Resource type - Journals
ISSN - 2536-4642
DOI - 10.21733/ibad.367073
Subject(s) - scratch , computer science , curriculum , mathematics education , process (computing) , computer programming , multimedia , programming language , psychology , pedagogy
Computer programming is a problem solving and production process where different skills are executed simultaneously. Programming teaching course is available in curriculums of different levels of universities and some high schools in our country. Students who take this course often have difficulty in classic programming instructional process. Therefore, several approaches and tools are used in programming teaching courses. One of them is called that Scratch program is an educational programming tool that can be downloaded or used online. Scratch programming language, especially developed for new learners, offers the programming instruction to create a visual learning environment and, facilitates learning of programming. Thus, programming course with the use of this new software could be able to make teaching of programming more effective. The aim of this study is to determine the opinions of high school students regarding the use of Scratch program in teaching of programming activities. This study consists of 45 students, study at the 10th grade level in different two state high schools and participate in programming teaching course supported by the Scratch program during the fall semester of 2016-2017. Descriptive analysis were used within the framework of qualitative methods. Semi-structured form consists of open-ended questions were used to collect data. The results of the study showed that students’ opinions are positive in terms of using the scratch program in the programming teaching course considering the themes of motivation, usefulness and ease of use.
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