Elsevier Article Scratch Arduino-10!17!2023
Elsevier Article Scratch Arduino-10!17!2023
Cdla. Universitaria Km. 1.5 vı́a Km. 26, Milagro, 091706, Guayas,
Ecuador.
3 EAP Ingenierı́a de Sistemas e Informática, Universidad Continental,
Cdla. Universitaria Km. 1.5 vı́a Km. 26, San Antonio, 12000, Huancayo,
Perú.
4 Departamento de Administración, Universidad Católica del Norte,
Abstract
Purpose: The information society is a reality nowadays, and computational
thinking has become a relevant competence for everybody, regardless of age, social
status, and primary activity. Information society is everywhere in contemporary
life, and algorithmic thinking represents significant competencies for individu-
als, irrespective of their educational background and social condition. Developing
and applying programming competencies represents a high-value know-how abil-
ity for the current environment and available technologies. Block-based coding
and design tools like Scratch and TinkerCAD Arduino allow people, regardless
of age and social status, to successfully develop programming competencies in
online environments. Methods: This article presents empirical evidence of the
positive impact of the block-based programming language Scratch and the elec-
tronic Arduino-based design circuit TikerCAD in practical workshops to develop
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computational thinking with children, school teachers, and university students.
Results: The obtained results permit finding patterns and almost transversal
teaching approaches to develop a primary computational thinking base in Scratch
and TinkerCAD, applying only block-based languages in both tools and textual
programming in the second one. The motivation and wishes of learning in all
participants were hegemonic. Those results demonstrate the positive impact of
Scratch and TinkerCAD Arduino on developing computational thinking com-
petencies without restrictions. This work shows the application of Scratch and
TinkerCAD Arduino in non-WEIRD contexts and, during the pandemic time,
demonstrates the relevance of online education. Conclusion: Obtained results
show that developing programming competencies with Scratch and TinkerCAD
Arduino motivated students’ autonomy, motivation for learning, and applying
those competencies in other knowledge areas. Those results encourage us to
continue using Scratch and TinkerCAD Arduino for developing programming
competencies everywhere without restrictions.
1 Introduction
In the current information society, computational thinking is a critical competency
relevant to people from various fields and ages [1–3]. As Groover and Pea [4] describe,
it involves problem-solving skills and logical thinking patterns that enable individuals
to break down complex problems into manageable steps. Likewise, the work of Wing [5]
remarks that computational thinking is the “thought processes involved in formulating
problems and their solutions so that the solutions are represented in a form that an
information-processing agent can effectively carry out.” This approach goes beyond
programming and can be applied in everyday life.
Computational thinking is increasingly recognized as a crucial skill for the 21st
century, and its development in children has garnered significant attention [6]. This
skill involves problem-solving, algorithmic thinking, and the ability to break down
complex tasks into smaller, manageable parts. By nurturing computational thinking
competencies in children, we equip them with problem-solving skills not limited to
computer science but extend to a wide range of real-world scenarios [7]. As Wing
[8] noted, ”Computational thinking is a fundamental skill for everyone, not just for
computer scientists.” This skill fosters logical reasoning, creativity, and a systematic
approach to complex problems, which can be applied in academic and everyday life
activities.
Developing computational thinking competencies among teachers across various
subject areas is increasingly relevant in the modern educational landscape [9]. As
technology advances, it becomes crucial for educators to not only teach traditional
subjects but also equip students with the problem-solving skills associated with com-
putational thinking [10]. This integration is seen as a way to prepare students for
the challenges of the digital age and foster critical thinking. For example, according
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to Wing [8], computational thinking involves breaking down complex problems into
smaller, manageable parts, which can be applied to subjects like mathematics, sci-
ence, and even the humanities. In this way, teachers from various fields should possess
computational thinking competencies and teach these skills to their students, foster-
ing a multidisciplinary approach to education that transcends traditional boundaries
[11, 12].
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• To avoid the bias implied by the screening process, this work carried out a fully
transparent evaluation process using multiple-choice questions with only one correct
option.
The rest of this paper is organized as follows. Section 2 describes the main char-
acteristics of WEIRD and non-WEIRD communities and details issues and current
benefits of the teaching-learning of programming. Section 3 defines the research ques-
tions, material, objectives, impact, and applied tools. Section 4 gives details and
discusses the academic results obtained using Scratch and CARAMBA in the teaching-
learning process for developing programming competencies. The paper concludes by
summarizing the benefits of our educational experience and motivation for contin-
uing to apply Scratch and CARAMBA for developing programming competencies
anywhere, regardless of the WEIRD or non-WEIRD status of the school area.
2 Background
3 Methodology
4 Data Analysis & Results
5 Conclusions
References
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