Manuscript v7
Manuscript v7
Faculty of Computer Sciences, Multimedia and Telecommunication; eLearn Center; Universitat Oberta de Catalunya (UOC), Rambla del Poblenou,
156, 08018 Barcelona, Spain; vgarciahe@uoc.edu
Abstract: This paper presents a study guide and an analysis of its use in the computer programming learning process of an 8-year-
old elementary school student through the Scratch program. The research’s objective is to explore and understand how this
individual student approaches learning programming skills and tackles challenges within the Scratch environment. An individual
case study approach was adopted at home, combining qualitative and quantitative methods to gain a comprehensive insight into
the student’s learning process. The study was conducted without grant support, and the researcher actively participated as an
educator and observer in the student’s learning sessions. Performance was assessed, and a semi-structured interview was
conducted to inquire about the student’s experiences, motivations, and interests regarding programming in Scratch, as well as their
feelings after the training. Additionally, the student’s activities during programming sessions were meticulously recorded, and
projects created in Scratch were analyzed to assess progress and understanding of concepts. The findings of this research have the
potential to contribute to the field of programming education and provide valuable insights into how young elementary school-
aged individuals can acquire computer and programming skills in an interactive environment like such as Scratch. The results
obtained demonstrate that using the proposed guide to introduce elementary school students to programming at home, with
parents acting as educators, is feasible. Therefore, it helps facilitate access to this knowledge,
Citation: García, V. Analysis of the
which is currently limited for many individuals in an official educational setting.
Learning Process of Computer
Programming Logic in an 8-Year-
Old Elementary School Student at
Keywords: keyword 1; keyword 2; keyword 3
Home through the Scratch Program.
Digital 2024, 4, x.
https://doi.org/10.3390/xxxxx
1. Introduction
Academic Editor(s): Name
Early education in new technologies such as robotics and programming is emerging
Received: 29 November 2023
as an option in many primary schools, and its popularity is on the rise [1]. However,
Revised: 14 December 2023
currently, there is a significant disparity between areas, schools, and families to in access
Accepted: 21 December 2023
to this type of education. In most cases, resorting to private extracurricular classes is
Published: date
necessary [2] if elementary school students are to acquire these skills. Therefore, the
motivation of this research lies in the current need to comprehensively define and
1.1. PC Usage
Considering The fact that most students today are more familiar with the use of
tablets and mobile devices rather than desktop PCs [19], this posed the first challenge of
this study. Although there is a version of Scratch for mobile devices, it was decided that
the introduction to programming learning would be carried out through a PC to analyze
Digital 2024, 4, FOR PEER REVIEW 3
the student’s transition to other platforms. The challenges encountered around PC usage
during the teaching process are multifaceted:.
Mouse and Keyboard Handling: Students accustomed to using tablets and touch
devices may face difficulties in adapting to the use of a computer mouse and keyboard.
It might take them some time to develop the fine motor coordination necessary to handle
the mouse precisely and use the keyboard efficiently.
Familiarization with the PC Environment: A student who has been homeschooled
may not be as familiar with the computer environment, including how to navigate the
operating system, open and close programs, and manage files and folders.
Keyboard Shortcuts: Keyboard shortcuts are an efficient way to interact with a
computer and perform quick actions. Introducing the student to the use of keyboard
shortcuts may require time and practice for them to incorporate them into their
workflow.
Internet Search: Although students are increasingly exposed to technology, it is
important to teach them safe and efficient internet search skills. Identifying relevant and
reliable information, as well as avoiding inappropriate sites, can be an initial challenge
for the student.
The observed lack of computer skills among contemporary schoolchildren, despite
their proficiency with smartphones and tablets, draws attention to the evolving
landscape of technological familiarity. In the early days of introducing computer skills,
the focus primarily revolved around familiarizing individuals with desktop PCs [20,21].
However, the present scenario presents a noteworthy shift, with students now
predominantly engaging with touch-based devices. This shift poses distinctive
challenges, as evidenced by our study. Unlike the era when computer skills were
initially introduced, where desktop PCs were the primary interface, today’s students
grapple with adapting from touch interfaces to traditional mouse and keyboard
interactions [22,23]. This transition highlights the evolving nature of the challenge,
requiring a nuanced understanding of the multifaceted hurdles faced by students in
developing the fine motor skills necessary for precise mouse handling and efficient
keyboard usage. Furthermore, the need for familiarization with the broader computer
environment, including operating systems and keyboard shortcuts, reflects the dynamic
nature of the skills now essential for effective engagement in a digital learning landscape
[24]. By delving into these nuances, this study aims to contribute valuable insights into
the contemporary challenges associated with PC usage in programming education,
setting it apart from the historical introduction of computer skills.
during the 1980 s and 1990 s, played a fundamental role as a central platform for
exploring and discussing children’s activities related to computers. This space was
established as a meeting point for educators, researchers, and professionals interested in
the LOGO educational approach developed by Seymour Papert and his colleagues. Its
main objective was to exchange ideas, strategies, and experiences regarding the
implementation of LOGO in educational settings. Participants shared resources, lessons
learned, and pedagogical proposals focused on programming and computational
thinking for children. The “Logo Exchange” provided a valuable network for those
immersed in the integration of technology in education, offering an enriching insight
into the practical application of LOGO and its benefits in student learning. Given the
direct connection from LOGO to Scratch, a contemporary programming language used
in the current study, referencing, and incorporating ideas from these earlier works
becomes essential to ground the research in a historical context [25,26].
However, in the last decade, we have witnessed a significant educational
transformation with the introduction of robotics and programming in elementary school
teaching. This shift reflects the growing awareness of the importance of preparing
students from an early age for an increasingly digital world. Numerous studies have
explored the multiple advantages of integrating these disciplines into the curriculum,
highlighting their ability to develop cognitive skills, creativity, and problem -solving
[1,18,27–31].
In this context, Scratch has emerged as a pioneer in teaching programming at the
elementary level. Its block-based approach and intuitive visual interface have proven to
be effective tools for introducing coding cosncepts in an accessible and engaging way for
children [18]. Educational projects worldwide have adopted this platform, highlighting
its ability to foster logical thinking and creativity.
Despite these advances, we still face significant challenges in the widespread
implementation of robotics and programming in primary schools. Disparities in the
availability of educational resources in this field create gaps in students’ exposure to
technology [32]. The lack of equal access to these learning opportunities raises crucial
questions about equity in STEM education from an early age.
To address this disparity, a specific guide has been developed for family members
to teach programming with Scratch to elementary school students. This initiative not
only aims to empower parents and guardians to provide additional programming
education, but also addresses time and resource limitations by including student
performance assessment tools [33–35]. This guide has the potential to close the gap by
facilitating programming instruction at home, regardless of resource availability at
school.
Homeschooling, in general, has experienced a significant increase in popularity in
some countries like such as USA. Research indicates that this approach can offer notable
benefits by allowing parents to tailor education to their children’s individual needs [36].
Digital 2024, 4, FOR PEER REVIEW 6
In the specific field of computer science, homeschooling computer science concepts has
emerged as a valuable option. This personalized approach not only fills possible
educational gaps but also allows for a deeper and more contextualized understanding of
computer principles [37].
Homeschooling computer science is not just about filling educational gaps; it goes
beyond by cultivating a solid understanding of the fundamentals and applications of
computer science. This student-centered approach recognizes the diversity of learning
styles and individual paces, thus addressing the limitations of the traditional education
system.
Despite significant efforts to improve programming and robotics education in
elementary school, challenges persist. Disparities in access and lack of time and
resources on the part of parents are crucial concerns that must be addressed to ensure
equitable and comprehensive education. Current solutions, such as guides for
homeschooling and the promotion of homeschooling computer science, offer innovative
responses to these challenges, but ongoing commitment is needed to achieve broader
and more effective implementation.
The current state of robotics and programming education in elementary school
reflects both notable advances and persistent challenges. The promise of preparing
students for a digital future remains a crucial goal, and current strategies seek to address
gaps in access and educational equity. As we move forward, it is imperative to continue
researching and developing innovative approaches to ensure that every student has the
opportunity to acquire key programming and robotics skills, regardless of their
educational environment or available resources.
3. Context
The participant in this study is an 8-year-old primary school student residing in
southern Spain, whose parents are divorced. The student attends regular classes in the
2nd second year of primary education at a public school. The student comes from a
family where both parents have university education.
It is important to note that, up to the point of this study, the student has had no
experience in the field of programming. This includes the absence of programming-
related courses in the school curriculum and extracurricular activities. Additionally, the
student has never used the Scratch program, which was the main focus of this learning
project.
Knowledge transmission in the field of programming took place in the student’s
home environment over a period of 2 months, averaging 1 to 2 h on Mondays,
Wednesdays, and Fridays. Training occurred in a study room with ample lighting and
no disturbances, providing a conducive space for concentration and learning. The
primary facilitator of this process was the student’s father, who played the role of
educator and guide during interactions with the Scratch program.
Digital 2024, 4, FOR PEER REVIEW 7
4. Research Questions
In this study, the proposed educational guide has been was followed for the
transmission of programming knowledge (see Supporting Information);, thus, when
following this guide, the questions for this study aim to determine the following when
following this guide:
How does the educational guide contribute to easing the adaptation of an
elementary school student to desktop PC usage in the contemporary technological
landscape?
In the context of current computational thinking education, how effective is the
guide in facilitating an elementary school student to acquire foundational mathematical
knowledge for initiating programming?
Can the educational guide effectively introduce and lead to proficient performance
in computer programming learning for an elementary school student within the present
educational paradigm?
What are the contemporary sentiments and experiences of an elementary school
student upon following this educational guide, considering the evolving landscape of
technology and education?
5. Theoretical Discussion
The guide designed for the introduction to programming through Scratch, aimed at
elementary school students with the purpose of creating a Shmups-type game, is based
on a pedagogical approach that amalgamates various educational methodologies of
recognized value. This comprehensive approach seeks not only to cultivate
programming skills but also to foster cognitive abilities, creativity, and autonomy in
students.
Discovery Learning [38], inspired by Bruner’s theory, is manifested through the
assignment of open projects. These projects, designed to allow students to explore and
discover programming concepts autonomously, encourage experimentation and
independent problem -solving.
The Experiential Learning or Practical Learning methodology [39], based on Kolb’s
theory of eExperiential lLearning, emphasizes the direct application of knowledge
through practical sessions on the computer and the creation of projects. Practical
experience in Scratch emerges as a fundamental pillar for the effective understanding
and retention of programming concepts.
Although not explicitly mentioned, the guide promotes Collaborative Learning by
encouraging students to present and explain their projects to other students.
Collaboration in problem-solving and the joint creation of knowledge, grounded in
Dillenbourg et al.’s research [40], becomes a key component of this educational proposal.
Digital 2024, 4, FOR PEER REVIEW 9
6. Research Methodology
The methodology followed to carry out this research can be summarized in the
following points:
Guide Design
A structured guide was designed to teach programming to elementary school
students through the creation of a Shmups-type game. The guide was divided into
sections, each focusing on specific aspects, from the introduction to the PC to the
creation and presentation of advanced projects. The guide’s design follows a descriptive
methodology approach [46] by detailing the activities and sections intended for
programming teaching. The selection of a single student for the implementation of the
programming introduction guide through Scratch is justified from an academic,
research, and logistical perspective. This preliminary investigation can be considered a
“pilot study” that explores the feasibility and effectiveness of the guide before more
extensive research [47]. Furthermore, the choice of a single participant aligns with
exploratory approaches, allowing for a thorough understanding before delving into
broader research inquiries [48]. This study can be conceptualized as a “single case
study” providing detailed insights and specific context [49]. Additionally, this approach
can be considered in line with personalized and adaptive strategies, especially
Digital 2024, 4, FOR PEER REVIEW 10
considering tutoring and continuous adaptation [50]. Due to access to students and the
logistics involved in conducting a more extensive study with other parent educators, it
was decided to carry out this preliminary research. The limitations of this study can be
seen in the limitations section of this work. In addition, the use of single-case studies in
programming education can be justified by their ability to provide in-depth insights into
the learning process of individual students and the effectiveness of specific instructional
strategies. Plavnick and Ferreri (2013) emphasize the value of single-case experimental
designs in educational research for conducting causal analyses in teaching and learning
[51]. This approach allows educators to systematically evaluate the impact of different
instructional methods on the programming proficiency of individual students.
Additionally, the case study approach described by Clancy and Linn (University of
California, Berkeley) provides a framework for presenting programming problems,
expert problem-solving processes, and student engagement through the analysis of
alternatives and reflection on problem-solving methods [52]. By uUsing single-case
studies, educators can tailor their instructional approaches to the specific needs of
individual students, ultimately enhancing the effectiveness of programming education.
Finally, the literature on single-case studies in educational research provides a
methodological foundation for rigorously examining the impact of educational
interventions on individual student learning outcomes [51]. This justifies the use of
single-case studies as a valuable tool for informing evidence-based practices in
programming education.
Participant Selection
A single elementary school student was selected as a participant in the experiment,
falling under intentional sampling [53]. Parental consent was obtained, and the
objectives and nature of the activities were explained.
Learning Sessions
Practical sessions were conducted according to the designed guide following an
experimental methodology [54]. Each session focused on a section of the guide,
addressing topics such as mouse handling, navigating the operating system, exploring
Scratch, applying mathematical concepts, and project creation.
Quantitative and Qualitative Assessment
A mixed methodology was followed [55] and was used as research instrument by
using: (1) a quantitative questionnaire, as mentioned earlier, which was designed to
assess the participant’s performance in following the provided guide based on the
educational items and scales outlined in the Supporting Information. The questionnaire
aimed to evaluate aspects such as mouse handling, Scratch comprehension, and the
application of mathematical concepts. Additionally, a semi-structured interview was
conducted to assess the student’s feelings and perceptions toward learning and
programming. The semi-structured interview served as a key instrument to gather
Digital 2024, 4, FOR PEER REVIEW 11
7. Results
The implementation of activities designed to introduce a primary school student to
the use of a desktop PC yielded some interesting results. The methodology structured in
three phases: —Mouse and Keyboard Handling, Operating System Navigation, and
Keyboard Shortcuts, —complemented with Visual and Multimedia Resources, has
proven to be effective. In mouse and keyboard handling, practical exercises were crucial
in improving the required fine motor skills and coordination. Although there was a brief
learning curve at the beginning, these exercises laid the foundation for acquiring
essential motor skills. The introduction of interactive games that required precise mouse
movements and efficient keyboard usage proved to be a motivating approach. Despite a
small initial learning curve, the playful nature of the games contributed to a quick
adaptation.
In the operating system navigation phase, the introduction to the basics of using the
Windows operating system provided a fundamental understanding. Practical exercises
to open and close programs, and manage files and folders allowed for practical
application, facilitating the transition to a broader operating environment. Regarding
keyboard shortcuts, the early presentation of shortcuts and their application in the
programming environment offered an efficient perspective. Regular practice to
incorporate these shortcuts into the student’s workflow contributed to a quick and
effective adaptation. In Figure 1, the student can be seen operating the PC mouse within
the Scratch program.
The systematic integration of regular practices solidified the application of
keyboard shortcuts in the student’s everyday workflow.
Overall, the student experienced a brief initial adaptation phase due to their
familiarity with tablets. However, this period was overcome within the first 20 min of
the session. The rapid adaptation to the use of primary and secondary buttons, opening
and closing programs, executing icons, and using keyboard shortcuts indicates that the
learning curve was not extensive.
During the introduction to the Scratch phase, various activities were carried out to
explore Scratch’s capabilities and develop the student’s programming skills. In the first
activity, Scratch exploration was addressed. This included a general presentation about
the Scratch interface, available tools, and basic functions, as well as the creation of
simple projects to understand how programming blocks work.
Digital 2024, 4, FOR PEER REVIEW 13
In the next stage, called first functionalities with blocks, an introduction to the
concept of objects and the Scratch drawing palette was given to create custom objects.
Additionally, blocks were applied to give basic movements to the created objects.
Next, the creation of basic projects was progressed, involving the gradual
development of more complex projects. This phase aimed to apply and consolidate the
knowledge acquired during the previous stages. Interactive resources were used,
leveraging pre-existing projects in Scratch to allow the student to explore and learn from
practical examples. During these practical sessions, immediate feedback and guidance
were provided to maximize understanding and retention of concepts.
The student showed enthusiasm with the introduction of objects, represented as
images that they could create and modify in Scratch. The idea of being able to assign
actions to these objects through blocks was well -received. Additionally, they managed
Digital 2024, 4, FOR PEER REVIEW 14
to understand the basic Scratch blocks to move objects and create simple scenes. These
results indicate a positive response from the student to the practical application of
acquired knowledge, suggesting satisfactory progress in their understanding and
programming skills with Scratch. Figure 2 shows some of the many simple projects done
completed by the student.
Following the dDiscovery lLearning phase of the presented guide, whose main
objective was to promote the autonomy and the student’s ability to discover and
understand new programming concepts through active exploration,. Tthe activities were
designed to encourage creativity, experimentation, and independent problem -solving.
In the free exploration projects, open-ended assignments were given, allowing the
student to creatively apply the learned programming blocks. The aim was to encourage
experimentation and independent problem -solving.
Figure 2. Some simple scenarios and short films created by the student.
Digital 2024, 4, FOR PEER REVIEW 15
Figure 3. Template with coordinate axes to visually convey the meaning of negative numbers
related to the positioning of the object.
In the section dedicated to variables and basic operations, the concept of variables
and their role in programming was introduced. Practical examples of how to use and
modify variables in Scratch were presented, including basic operations such as addition,
subtraction, multiplication, and division. Concepts such as the counter and the
reinforcement of the object concept were also addressed. The student assimilated these
concepts as a numeric variable whose value is not known in advance, demonstrating
understanding of basic operations and the counter concept.
Visual resources, such as graphics and visual examples, were used to facilitate the
understanding of these mathematical concepts. Practical situations in Scratch were
created that required the use of variables and basic operations, providing a practical and
visual approach to learning.
Although the student experienced some difficulty with the concepts of negative
numbers, they managed to assimilate them by relating them to coordinates on the stage.
Furthermore, the student demonstrated adequate understanding of variables, basic
operations, and other essential mathematical concepts, suggesting positive progress in
assimilating these mathematical fundamentals in the context of programming in Scratch.
Once the project of creating the sShmups-style game began, with the aim of
gradually applying the concepts learned in the previous sections and introducing new
programming logics,. Iin Figure 4, the initial object and its block programming created
Digital 2024, 4, FOR PEER REVIEW 17
by the student in a guided manner can be seen. It is important to note that this figure
provides information highlighting several important programming concepts found in
these blocks. Elements such as positioning, response to events— (such as movements
triggered by pressing a specific button—, ), assigning values to variables, infinite loops,
and “if” conditionals are observed. Last but not leastFinally, function calls are included.
The latter was interpreted by the student similarly to the concept of event-action. In this
case, when an event occurred, such as the collision of a ship, the “explotanave” or
“explode ship” functionality was invoked.
During this stage, individualized guidance was provided to address challenges and
facilitate optimal progress in programming learning.
Figure 4. Code to program the movement of the main spaceship object. Note that left and down
movements are performed using negative numbers.
thus fostering interaction and dialogue. Regarding the adaptation of the approach, a
continuous assessment of the student’s learning style was carried out to tailor
educational strategies as needed. Specific areas requiring more attention or personalized
focus were identified and addressed, ensuring an adaptive educational approach.
Progress tracking was an essential part, maintaining a detailed record of the student’s
progress in terms of acquired skills and completed projects. These records were used to
adjust teaching strategies and ensure consistent development. During this period, more
advanced concepts were introduced, including the combination of programming logic
and a more complex utilization of conditionals and loops, as illustrated in Figure 5,
where the events for the main ship’s shooting object were programmed.
Figure 5. Programming of the main ship’s shooting object using a “for” loop and a conditional
statement.
The creation of objects such as enemy ships and the user-controlled spaceship was
initiated. Other action events were explored, such as shooting upon pressing a button,
and additional concepts were developed, including different object collisions and
animations. The student gradually assimilated these concepts, easily understanding
conditionals and loops. However, they faced difficulties in creatively applying these
concepts to address posed problems. Challenges with increasing levels of difficulty were
designed to encourage the student’s autonomy and enable them to use these concepts
Digital 2024, 4, FOR PEER REVIEW 19
In the phase of demonstration and teaching to others, the main objective was to
reinforce the student’s learning by teaching what they had learned to others, thus
consolidating their programming knowledge. Specific activities were carried out to
encourage the creation of educational videos and the organization of teaching sessions.
During the educational video creation activity, the student was encouraged to
create explanatory videos where they shared programming concepts with a wider
audience. This task aimed not only at developing communication skills, but also the
ability to synthesize information in a clear and understandable manner. The creation of
these videos allowed the student to express their programming knowledge in an
accessible way for others. The student conducted some sessions where they had the
opportunity to teach other children, specifically two elementary school students aged 8
and 10 (Ssee Figure 8).
Digital 2024, 4, FOR PEER REVIEW 22
Figure 8. The student’s transmission of what they have learned to other classmates and friends.
Although due to the student’s young age and limited experience, and although the
student was not a formal educator, the student managed to convey the basic use of the
Scratch program and some fundamental programming concepts learned in previous
stages. This experience aimed not only to reinforce the understanding of the concepts by
explaining them to the student’s peers, but also provided the student with the
opportunity to gain confidence in the student’s abilities. Thus, this phase allowed the
student to apply and consolidate the knowledge acquired by teaching others. In the final
phase, the main objective was to encourage the documentation of the learning process
and the creation of a digital portfolio. Specific activities were implemented to incentivize
continuous record-keeping and the creation of a portfolio highlighting the student’s
projects, skills, and progress.
Regarding continuous record -keeping, the student was encouraged to maintain a
constant record of the activities, challenges overcome, and achievements. The use of
learning journals or blogs was suggested as tools to document reflections and learnings
throughout the programming journey. This practice not only contributed to the
consolidation of learning but also allowed the student to continuously reflect on the
student’s ir progress continuously. Additionally, the student was guided in creating a
Digital 2024, 4, FOR PEER REVIEW 23
digital portfolio that showcased the developed projects and skills developed. It is
important to note that the creation of an anonymous portfolio was emphasized since the
student was underage, aiming to showcase the knowledge and projects developed in a
closed environment without exposing the student publicly. This approach ensured the
student’s safety and privacy while providing a controlled platform to share
achievements. The student’s response was enthusiastic, showing excitement to explain
what they had learned and present the projects worked on. The creation of this
anonymous portfolio not only served as a valuable resource to highlight skills and
projects, but also provided the student with a platform to express their passion and
enthusiasm for programming.
In summary, the documentation and creation of a portfolio phase closed the
learning cycle, providing the student with the necessary tools to continue developing
and sharing achievements safely and in a controlled manner. This approach could
contribute to the understanding of programming and cultivate the ability to
continuously reflect on one’s own learning continuously.
4.5
3.5
3
Score
2.5
1.5
0.5
0
I II III IV V VI VII VIII IX X
Educational Item
Quotes: “It’s fun to create new characters and make them do things like dance
or jump”.
Theme: The student finds joy in the creative aspect of programming, particularly in
creating characters and making them perform actions.
(4) Sense of Achievement:
Quotes: “When I finish a game or movie, I feel really good, and I want to show
it to everyone”.
Theme: Completion of projects brings a sense of accomplishment, and the student
desires to showcase their work to others.
(5) Sharing and Teaching:
Quotes: “I want to showcase my projects and teach how I made them”.
Theme: The student expresses a desire to share projects and teach others, indicating
a sense of pride and willingness to contribute knowledge.
(6) Collaborative Problem-Solving:
Quotes: “Sometimes, I don’t know how to do something, but my dad helps me,
and we figure it out”.
Theme: Collaboration with the parent (dad) in problem-solving, highlighting a
supportive learning environment.
(7) Independent Exploration:
Quotes: “I like figuring out how to do other things on my own”.
Theme: The student enjoys independent exploration, demonstrating a self-directed
learning approach.
(8) Positive Learning Outcome:
Quotes: “I have learned a lot, and I like it”.
Theme: The student acknowledges significant learning outcomes and expresses
overall satisfaction with the learning process.
(9) Excitement for Future Learning:
Quotes: “I want to keep making video games and movies”.
Theme: The student expresses enthusiasm for continuing the learning journey and
creating more projects in the future.
(10) Positive Perspective on Mistakes:
Quotes: “Making mistakes helps you learn”.
Theme: The student sees mistakes as a positive aspect of the learning process,
emphasizing the role of errors in the learning experience.
Digital 2024, 4, FOR PEER REVIEW 26
8. Discussion
The implementation of the educational guide for the introduction to programming
through Scratch has revealed several notable aspects in the learning process of the
elementary school student. Throughout the different phases of the educational
methodology, positive results and challenges were observed that are worth discussing to
better understand the effectiveness of the proposed approach.
The combination of various educational methodologies, such as Discovery
Learning, Hands-On Learning, Collaborative Learning, and Personalized Methodology,
has proven to be effective in the context of teaching programming. The comprehensive
approach not only focused on the acquisition of technical skills but also on the
development of cognitive skills, creativity, and autonomy. The application of these
methodologies synergistically addressed different learning styles and fostered a deep
understanding of programming concepts.
The student experienced a brief initial adaptation phase due to familiarity with
tablets compared to desktop PCs. However, the guide successfully overcame this barrier
in a short period, highlighting the importance of practical and playful activities to
facilitate the transition. The introduction of interactive games and creative projects
significantly contributed to the student’s rapid adaptation to the programming
environment.
The teaching strategy, based on a gradual approach and progressive challenges,
allowed the student to gradually assimilate more advanced programming concepts. The
ShuWars game creation phase was particularly significant as it provided an opportunity
to practically apply the acquired knowledge in meaningful projects. Although facing
creative challenges, the strategy of providing hints instead of direct solutions proved
effective in fostering independent problem -solving.
The implementation of periodic evaluations, both quantitative and qualitative,
provided a detailed understanding of the student’s progress. Constructive feedback and
continuous adaptation of the educational approach in tutoring sessions contributed to
maximizing learning and addressing specific areas that required attention. Additionally,
self-assessment and documentation in the portfolio not only served as tracking tools, but
also encouraged metacognitive reflection and learning consolidation.
The inclusion of activities that encouraged the student’s creativity, such as adding
new features to the game and teaching others, proved to be crucial. These activities not
only allowed the student to apply skills creatively, but also contributed to the
development of communication and teaching skills.
Performance results show a consistent improvement in each evaluated item,
indicating a solid understanding and application of programming concepts. The
student’s perception, expressed through the interview, reveals a continuous enthusiasm
for learning and a growing confidence in programming skills.
Digital 2024, 4, FOR PEER REVIEW 27
9. Conclusions
The conclusions drawn from the implementation of the guide designed for the
introduction to programming through Scratch reflect positive responses to the initial
research questions, providing a comprehensive view of the effectiveness of the adopted
educational approach.
The guide proved highly effective in facilitating elementary school students in
acquiring skills for desktop PC use. Through the interactivity and playful nature of
Scratch, students quickly overcame the initial adaptation phase, highlighting the
importance of practical activities and interactive games in familiarizing them with
desktop technology. The positive assessment in mouse and keyboard handling, as well
as operating system navigation, supports the guide’s ability to facilitate this process.
The guide not only facilitated, but also empowered, the acquisition of basic
mathematics knowledge for programming learning. The gradual application of essential
mathematical concepts, contextually integrated into Scratch project creation, resulted in
positive performance in applying these concepts. The strategy of learning by doing,
combined with creative activities, helped the student tos relate mathematics to practical
situations and problem -solving, establishing a strong connection between both
disciplines.
The guide not only successfully introduced elementary school students to the world
of computer programming but also achieved good performance in learning fundamental
concepts. The combination of educational methodologies, such as dDiscovery lLearning
and the creation of gradual projects, allowed a gradual assimilation of more advanced
concepts. Positive evaluations in areas such as exploring Scratch, project creation, and
applying essential concepts indicate a solid understanding and application of
programming.
The student’s perception, revealed through interviews, reflected not only a high
level of motivation and satisfaction, but also a positive connection with the learning
process. Willingness to face challenges, joy in discovering new capabilities, and the
desire to share projects indicate a significant commitment to programming.
Furthermore, self-assessment and documentation in the portfolio provided valuable
tools for the student to reflect on their progress, thus positively consolidating the
learning experience positively.
In summary, the designed guide has proven to be an effective educational tool to
facilitate the access of elementary school students to desktop PC use, acquire basic
mathematics knowledge, successfully enter the field of computer programming, and
ultimately experience a positive and satisfying educational journey. The combination of
pedagogical approaches, individualized adaptation, and continuous documentation has
contributed to the success of the implementation, supporting the relevance and
effectiveness of the proposed comprehensive educational approach.
Digital 2024, 4, FOR PEER REVIEW 28
10. Limitations
This study, while providing insights into the learning process of computer
programming logic in an 8-year-old elementary school student through the Scratch
program, has several limitations. The focus on a single participant, due to logistical and
resource constraints, may limit the generalizability of the findings to a more diverse
population of 8-year-olds. The absence of gender diversity with only a male participant
restricts the understanding of potential variations influenced by gender. The study’s
homogeneous educational setting, conducted in a home environment with a parent as
the educator, may not fully capture the impact of different learning environments.
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