Computational thinking and visual programming through blocks in the elementary school classroom

Main Article Content

José Manuel Sáez López
Ramón Cózar Gutiérrez
This paper highlights creative computing in elementary education from a playful and active perspective through visual programming languages using Scratch with a pedagogical approach. Participatory activities focused on game-based learning were implemented. The study sample consisted of an experimental group of 109 6th-grade students. Averages are compared statistically with a control group and non-parametric analysis, providing data triangulation with group interviews. The research process focuses on the implementation of a design-based research strategy using complementary methods, data analysis and tools from quantitative and qualitative approaches. The Mann-Whitney U Test showed significant improvements with regard to sequences to create music. Advantages were found in the use of computational concepts, especially when working with loops; elements which allow for parallel execution and the ability to create and play music through educational technology.
Keywords
game-based learning, elementary education, gamification, computational thinking, educational technology

Article Details

How to Cite
Sáez López, José Manuel; and Cózar Gutiérrez, Ramón. “Computational thinking and visual programming through blocks in the elementary school classroom”. Educar, vol.VOL 53, no. 1, pp. 129-46, https://raco.cat/index.php/Educar/article/view/317274.