Educational challenges for computational thinking in K–12 education: A systematic literature review of “Scratch” as an innovative programming tool

dc.contributor.affiliationInstituto Tecnológico y de Estudios Superiores de Monterreyes_MX
dc.contributor.authorMontiel, Hugo
dc.contributor.authorGómez Zermeño, Marcela Georgina
dc.date.accessioned2021-06-07T19:02:34Z
dc.date.available2021-06-07T19:02:34Z
dc.date.issued2021-05-21
dc.description.abstractThe 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.mediumTextoes_MX
dc.identificator4||58||5801es_MX
dc.identifier.citationMontiel, 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/computers10060069es_MX
dc.identifier.cvu1040517es_MX
dc.identifier.doihttps://doi.org/10.3390/computers10060069
dc.identifier.issue6es_MX
dc.identifier.journalComputerses_MX
dc.identifier.orcidhttps://orcid.org/0000-0001-9679-3487es_MX
dc.identifier.orcidhttps://orcid.org/0000-0002-5427-2891es_MX
dc.identifier.scopusid57221306908es_MX
dc.identifier.scopusid36447505300es_MX
dc.identifier.urihttps://hdl.handle.net/11285/637222
dc.identifier.volume10es_MX
dc.language.isoenges_MX
dc.publisherMDPI journalses_MX
dc.relation.isFormatOfversión publicadaes_MX
dc.relation.urlhttps://www.mdpi.com/2073-431X/10/6/69es_MX
dc.rightsopenAccesses_MX
dc.rights.urihttp://creativecommons.org/licenses/by/4.0es_MX
dc.subjectHUMANIDADES Y CIENCIAS DE LA CONDUCTA::PEDAGOGÍA::TEORÍA Y MÉTODOS EDUCATIVOSes_MX
dc.subject.countrySwazilandia / Swazilandes_MX
dc.subject.keywordcomputational thinkinges_MX
dc.subject.keywordeducational innovationes_MX
dc.subject.keywordK–12 educationes_MX
dc.subject.keywordproject-based researches_MX
dc.subject.keywordScratches_MX
dc.subject.keywordteacher traininges_MX
dc.subject.keywordhigher educationes_MX
dc.subject.lcshEducationes_MX
dc.titleEducational challenges for computational thinking in K–12 education: A systematic literature review of “Scratch” as an innovative programming tooles_MX
dc.typeArtículo

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