Učenje programiranja s programom Scratch
Learning Programming with Scratch
Sonja Lajovic
[email protected]
Oš Kolezija
Povzetek
Učitelji računalništva se velikokrat sprašujemo, kateri programski jezik je najprimernejši za učenje programiranja v osnovni šoli. Od leta 2007, ko je bil narejen programski jezik Scratch, je odgovor na to vprašanje precej lažji. Scratch je nastal namensko prav za učenje programiranja. Otroci lahko z njim programirajo lastne računalniške igre, izdelujejo animacije ali interaktivne zgodbe. Program je novejši, zato ni na voljo dovolj literature o tem, na kakšen način poučevati, kako združiti prijetno s koristnim, da bi se otroci naučili osnovnih pravil računalniškega programiranja, hkrati pa delali računalniške igre, kar večino pri delu z računalnikom najbolj veseli. V prispevku bodo predstavljeni mogoči načini poučevanja programiranja s programom Scratch. Eden je poučevanje s programiranjem iger, drugi način pa je bolj podoben klasičnemu, sistematičnemu učenju posameznih programskih konceptov, podobno kot pri programu Logo. Prikazanih bo nekaj primerjav z drugimi programskimi jeziki ter izkušnje s poučevanjem Scratcha. Na kratko bodo predstavljene tudi osnovne značilnosti programa Scratch.
Ključne besede: Scratch, učenje, programiranje, igre, naloge.
Abstract
IT teachers often ask themselves which programming language to use when teaching programming in a primary school. The programming language Scratch, which started to be used in 2007, has helped to answer the question. Scratch was created to be used for teaching programming. Children can use it to create their own computer games; they can make animations or interactive stories. Because the programming language is relatively new, not much has been written about its effective use, so that children would, on one hand, learn the basics of programming and, on the other hand, learn to create their own games, which they usually enjoy the most. This article presents different ways of how the program Scratch can be used. One can use it for programming games but also in a more traditional way – to systematically learn concepts pertaining to programming like in the programming language Logo. In this article, Scratch will be compared to some other programming languages; furthermore, examples of its usage in teaching programming will be presented. Main characteristics of Scratch will also be presented.
Key words: Scratch, teaching, programming, games, exercise.