Educational challenges for computational thinking in K–12 education: A systematic literature review of “Scratch” as an innovative programming tool
| dc.contributor.affiliation | Instituto Tecnológico y de Estudios Superiores de Monterrey | es_MX |
| dc.contributor.author | Montiel, Hugo | |
| dc.contributor.author | Gómez Zermeño, Marcela Georgina | |
| dc.date.accessioned | 2021-06-07T19:02:34Z | |
| dc.date.available | 2021-06-07T19:02:34Z | |
| dc.date.issued | 2021-05-21 | |
| dc.description.abstract | The use of information and communications technologies (ICTs) has emerged as an educational response amidst the COVID-19 pandemic, providing students the technological tools that enable them to acquire or strengthen the necessary digital skills to develop computational knowledge. The purpose of this study was to analyze Scratch, a programming language used to foster the teaching of computational thinking, particularly in K–12 education. A systematic literature review (SLR) was conducted, identifying 30 articles on the topic of Scratch and computational thinking in the database ProQuest Central from January 2010 to May 2020. These articles were analyzed to identify the use of Scratch worldwide and the educational impact it has on computational thinking, specifically in K–12 education. The results highlight the following: (1) countries which incorporated Scratch into their teachers’ study plans (curricula); (2) the transformation of learning environments that Scratch promotes; and (3) the importance of incorporating tools like Scratch in the current curricula and, more importantly, developing the framework for innovative ICTs capable of transforming education. | es_MX |
| dc.format.medium | Texto | es_MX |
| dc.identificator | 4||58||5801 | es_MX |
| dc.identifier.citation | Montiel, H., & Gomez-Zermeño, M. G. (2021). Educational Challenges for Computational Thinking in K–12 Education: A Systematic Literature Review of “Scratch” as an Innovative Programming Tool. Computers, 10(6), 69. MDPI AG. Retrieved from http://dx.doi.org/10.3390/computers10060069 | es_MX |
| dc.identifier.cvu | 1040517 | es_MX |
| dc.identifier.doi | https://doi.org/10.3390/computers10060069 | |
| dc.identifier.issue | 6 | es_MX |
| dc.identifier.journal | Computers | es_MX |
| dc.identifier.orcid | https://orcid.org/0000-0001-9679-3487 | es_MX |
| dc.identifier.orcid | https://orcid.org/0000-0002-5427-2891 | es_MX |
| dc.identifier.scopusid | 57221306908 | es_MX |
| dc.identifier.scopusid | 36447505300 | es_MX |
| dc.identifier.uri | https://hdl.handle.net/11285/637222 | |
| dc.identifier.volume | 10 | es_MX |
| dc.language.iso | eng | es_MX |
| dc.publisher | MDPI journals | es_MX |
| dc.relation.isFormatOf | versión publicada | es_MX |
| dc.relation.url | https://www.mdpi.com/2073-431X/10/6/69 | es_MX |
| dc.rights | openAccess | es_MX |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0 | es_MX |
| dc.subject | HUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::TEORÍA Y MÉTODOS EDUCATIVOS | es_MX |
| dc.subject.country | Swazilandia / Swaziland | es_MX |
| dc.subject.keyword | computational thinking | es_MX |
| dc.subject.keyword | educational innovation | es_MX |
| dc.subject.keyword | K–12 education | es_MX |
| dc.subject.keyword | project-based research | es_MX |
| dc.subject.keyword | Scratch | es_MX |
| dc.subject.keyword | teacher training | es_MX |
| dc.subject.keyword | higher education | es_MX |
| dc.subject.lcsh | Education | es_MX |
| dc.title | Educational challenges for computational thinking in K–12 education: A systematic literature review of “Scratch” as an innovative programming tool | es_MX |
| dc.type | Artículo |

