THE USE OF PROGRAMMING AS A TOOL FOR DESIGN BASED LEARNING IN BIOLOGY A classroom experiment in a 5th grade class

dc.contributor.authorShokraiefard, Ahoo
dc.contributor.departmentInstitutionen för tillämpad informationsteknologiswe
dc.contributor.departmentDepartment of Applied Information Technologyeng
dc.date.accessioned2022-09-15T11:34:57Z
dc.date.available2022-09-15T11:34:57Z
dc.date.issued2022-09-15
dc.descriptionStudien är ett klassrumexperiment där eleverna använder block-programmering (Scratch) och skapar egna dataspel för att lära sig matspjälkningssystemet. Meningen är att integrera STEM och att genomföra en studentcentrerad aktivitet i form av designbaserad inlärning. Syftet med denna studie är att undersöka hur elevernas engagemang och kunskapsutveckling kan påverkas, men också undersöka svårigheter och hinder som kan påverka processen. Resultaten visar ökning i elevernas engagemang, kunskapsutveckling. Några av svårigheterna som lärare och elever uppmarksammat är tidsbegränsningen, bedömningen, kopplingen till läroplan och tidsplan samt lärarens kompetens.en
dc.description.abstractThe purpose of education is to prepare students for the future. The goal of integrating STEM (Science, Technology, Engineering, and Mathematics) into education is to develop scientific and technological knowledge in students, to prepare them for an advanced technological and democratic society, and to broaden their perspective of how to use, create, and make decisions about technology, and not less important, to prepare them for their future jobs (Honey, Pearson, and Schweingruber, 2014; Eng lish and King, 2015; Holbrook, 2017; Lachapelle et al., 2018). This study with class 5C began in the spring semester of 2021, in a school in Möl ndal, during weeks 15-17 (april-may). Control and experimental groups were set up. Both groups used the same materials. In the control group, the common methods of teaching-learning were used, such as reading facts from books, watching films, an swering questions based on the films and texts, writing texts, and conducting group discussions. The experiment group used the same material to reach the content, but they were supposed to use it as needed to create their own game with Scratch. Stu dents utilized the material that they thought was relevant in the experiment group. According to this study, a positive learning environment is created around designings games and students have expressed happiness and are more willing to collaborate with peers. The results gathered from pretest and posttest show that students who participated programming with Scratch showed significant knowledge development. Both students and the teacher mention that the time was very limited, and they wish to invest more time to complete their game and even to do more projects like this. The main issues that were considered as a hindrance have been competence, time, curriculum, and assessment.en
dc.identifier.urihttps://hdl.handle.net/2077/73626
dc.language.isoengen
dc.relation.ispartofseries2021:056en
dc.setspec.uppsokTechnology
dc.subjectSTEM educationen
dc.subjectMiddle schoolen
dc.subjectBlock programmingen
dc.subjectDesigned based learningen
dc.subjectInquiry-based learningen
dc.titleTHE USE OF PROGRAMMING AS A TOOL FOR DESIGN BASED LEARNING IN BIOLOGY A classroom experiment in a 5th grade classen
dc.title.alternativeSKAPA EGEN SPEL MED BLOCK PROGRAMMERING I SCRATCH FÖR ATT LÄRA MATSPJÄLKNINGSSYSTEMET Ett klassrumexperiment i åk5en
dc.typeTexteng
dc.type.degreeStudent essay
dc.type.uppsokH1

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