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Scratch, pensamiento matemático y pensamiento computacional

Authors: Figueroa García, Aurora;

Scratch, pensamiento matemático y pensamiento computacional

Abstract

En los últimos años, por razones de índole económica, laboral, educativa, social y cultural, los sistemas educativos están incorporando en sus currículos oficiales conocimientos relacionados con el pensamiento computacional para la formación de las nuevas generaciones de «estudiantes digitales». Scratch es un entorno gráfico de programación concebido en el MIT para favorecer el pensamiento computacional, especialmente entre los niños de 8 a 16 años. El objetivo de este trabajo de innovación es proponer Scratch como recurso didáctico para la enseñanza y el aprendizaje de las matemáticas en la Enseñanza Secundaria. Tras realizar una revisión bibliográfica sobre la necesidad de promover el pensamiento computacional entre nuestros estudiantes y sobre las ventajas de la utilización de Scratch en el aula a tal fin, desarrollamos una propuesta didáctica consistente en diez actividades programadas con este lenguaje y contextualizadas para distintos cursos y bloques de aprendizaje de la materia de matemáticas en ESO y Bachillerato. Con ello se pretende facilitar e impulsar la impartición de clases en las que, mediante la gamificación y las TIC, se trabaje el pensamiento computacional a la vez que los contenidos curriculares de matemáticas.

In recent years, for reasons of economic, labor, educational, social and cultural nature, educational systems are incorporating into their official curricula new knowledge related to computational thinking for the formation of the new generations of «digital students». Scratch is a graphic programming environment conceived at MIT to favor computational thinking, especially among children aged 8 to 16. The aim of this innovation project is to propose Scratch as a didactic resource for the teaching and learning of mathematics in Secondary Education. After conducting a literature review on the need to promote computational thinking among our students and on the advantages of using Scratch in the classroom with this purpose, we develope a didactic proposal consisting of ten activities programmed with this language and contextualized for different courses and mathematics learning blocks in ESO and Bachillerato. This is expected to facilitate and promote the delivery of classes where gamification and ICT are used to stimulate computational thinking at the same time that mathematics are learnt.

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Spain
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Keywords

Materiales didácticos, Pensamiento computacional, Enseñanza secundaria, Didáctica de las matemáticas

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
views
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