Scratch: herramienta para el aula de clase
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Date
2022
Authors
Álvaro, Gutiérrez Rodríguez
Advisors
Editors
Journal Title
Journal ISSN
Volume Title
Publisher
Corporación Universitaria Minuto de Dios - UNIMINUTO
Type
Book chapter
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Abstract
Este capítulo presenta el uso de Scratch, herramienta educativa para apoyar
procesos de enseñanza, mediante la creación de las Scratch Cards; tarjetas
diseñadas por los docentes, con una intención pedagógica, para ser incorporadas en el aula de clase. Además, se dan a conocer los resultados de la
participación de UNIMINUTO, en los eventos internacionales Scratch Day,
de los años 2016, 2017 y 2018, en los que se involucraron directivos, docentes y estudiantes de los colegios Morisco y Virginia Gutiérrez de Pineda, en
alianza estratégica con UNIMINUTO. Finalmente, se dan a conocer algunos
ejemplos de los diseños creados con las versiones de Scratch, entre las que
se encuentran: S4A y AR Spot.
This chapter presents the use of Scratch, an educational tool to support teaching processes through the creation of Scratch Cards. It means cards designed by teachers with a pedagogical intention, to be incorporated in the classroom. In addition, it displays the results of UNIMINUTO participation in the international Scratch Day events in 2016, 2017 and 2018, where managers, teachers and students from Morisco and Virginia Gutiérrez de Pineda schools were involved, in strategic alliance with UNIMINUTO, are also disclosed. Finally, some examples of the desings created with Scratch version are unveiled, including: S4A and AR Spot.
This chapter presents the use of Scratch, an educational tool to support teaching processes through the creation of Scratch Cards. It means cards designed by teachers with a pedagogical intention, to be incorporated in the classroom. In addition, it displays the results of UNIMINUTO participation in the international Scratch Day events in 2016, 2017 and 2018, where managers, teachers and students from Morisco and Virginia Gutiérrez de Pineda schools were involved, in strategic alliance with UNIMINUTO, are also disclosed. Finally, some examples of the desings created with Scratch version are unveiled, including: S4A and AR Spot.
Description
Capítulo completo de libro en acceso abierto.
Keywords
Scratch, método de enseñanza, Arduino, Scratch cards, Gamificación, Scratch, Teaching method, Arduino, Scratch cards, Gamification