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Scratch Eguna: From Scratch Day to Scratch every day


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Scratch Eguna: From Scratch Day to Scratch every day

Presented at Scratch Conference 2013, 25-27 July, Barcelona.

Over the last years, Scratch community has grown tremendously worldwide. Undoubtedly, the Scratch Day initiative has a key role in the popularization of Scratch. However, a one-day effort is often not enough to create a local community. With this concern in mind, we designed Scratch Eguna, an educational project aimed to bring Scratch into primary schools in an innovative way.

Scratch Eguna is sequenced throughout the school year in various stages. First, spreading the initiative. Second, training school teachers. Third, mentoring the work of student teams at schools. Finally, the Scratch Eguna, a science fair where young programmers of 5th and 6th grades share their Scratch knowledge and provide live demos of their work in a non-competitive environment.

Scratch Eguna places the emphasis on the children. Through a learner-centered approach, enables children to lead their own learning process. Considering Scratch knowledge naivety of school teachers, they adopt the role of facilitators, fostering self-learning processes in their students. This approach has been tested over the last three years with very positive results. Consequently, the Scratch community of the Basque Country is bigger than ever and some of the schools are considering to develop programming skills as a part of their curricula. Moreover, Scratch Eguna has been endorsed by the Institute of Educational Technologies and Teachers Training of Spain with the "Best Practices 2.0" award.
Our aim is to continue improving the Scratch Eguna’s methodology to engage more and more people in this participative learning approach. Therefore, this year we will invite students from the 1st Stage of Secondary School to take part in Scratch Eguna in order to show new ways of using Scratch to younger participants. From our perspective, fostering teamwork, creativity, and interest in research are the most valuable outcomes of Scratch Eguna, and we firmly believe our future society will take advantage from them.

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Scratch Eguna: From Scratch Day to Scratch every day

  1. 1. Scratch Conference 25-27 July 2013, Barcelona Pablo Garaizar, University of Deusto. Mercedes Jimeno Badiola, Nazaret zentroa Koldo Olaskoaga, EASO Polytechnic Institute Oskia Alvarez Erburu, Urdaneta School FROM SCRATCH DAY TO SCRATCH EVERY DAY
  2. 2. Outline ● The context. ● First steps. ● Our model: Scratch Eguna, Scratch Day in the Basque Country. ● The event. ● From Scratch Day to Scratch everyday.
  3. 3. The context
  4. 4. Eskola 2.0 The 1-to-1 project in the Basque Country
  5. 5. No programming tools in primary schools Is important to go beyond the use of the computers for the traditional curriculum
  6. 6. First steps
  7. 7. FLL Euskadi 2010, a coach wondered... Could we do something for children who are too young to participate in FLL?
  8. 8. The obvious answer: Scratch Day A good opportunity to meet some people who like to promote new ways for learning
  9. 9. Let's start working on it! (The guy who did the question, Josu Garro)
  10. 10. We wanted something different Not a competition model with prices, best teams and challenges
  11. 11. Our model
  12. 12. Our goal: Promote the use of programming tools as educational tools
  13. 13. Our goal: Organize a science faire of young Scratch programmers Borja del Río, 2012
  14. 14. Themes, not challenges (see Rusk, Resnick, Berg, & Pezalla-Granlund, 2008)
  15. 15. Combine Art and Engineering (see Rusk, Resnick, Berg, & Pezalla-Granlund, 2008)
  16. 16. Encourage storytelling (see Rusk, Resnick, Berg, & Pezalla-Granlund, 2008)
  17. 17. Organize exhibitions (Rather than competitions) (see Rusk, Resnick, Berg, & Pezalla-Granlund, 2008)
  18. 18. Values: We want to play and have fun Borja del Río, 2012
  19. 19. We want to learn and meet new people Borja del Río, 2012
  20. 20. We want to share whatever we do and learn Borja del Río, 2012
  21. 21. We want to work in a team and learn together Borja del Río, 2012
  22. 22. We show respect Borja del Río, 2012
  23. 23. No prices but gifts
  24. 24. The event
  25. 25. Projects: Each team should develop a project with three components
  26. 26. An animation (not necessarily interactive) Borja del Río, 2012
  27. 27. A video-game (interactive)
  28. 28. A "real-world" application (using WeDo, PicoBoard, Arduino, etc.)
  29. 29. Technical support to teachers Scratch Eguna staff Teachers Students→ →
  30. 30. 1st session: Basic Scratch programming They will be able to start working on the animation
  31. 31. 2nd session: Basic video-game programming They will be able to start working on the video-game
  32. 32. 3rd session: Scratch and the real world They will be able to start working on a real world project
  33. 33. 4th session: Q&A Once they've started working on their projects, questions arise
  34. 34. Then the big day arrives!
  35. 35. Big and public venue Everyone is invited! Borja del Río, 2012
  36. 36. 6 people per project 3 to show it, 3 to see others Borja del Río, 2012
  37. 37. Workshops for families and visitors We don't want there helping/messing everything up, but understand better was is done Borja del Río, 2012
  38. 38. From Scratch Day to Scratch everyday
  39. 39. Developing a children-centric approach
  40. 40. Encouraging self-learning Borja del Río, 2012
  41. 41. Mentoring, not teaching Borja del Río, 2012
  42. 42. Offering a path to further challenges AppInventor, Arduino, etc.
  43. 43. Providing a place to share and improve skills
  44. 44. Current efforts, initiatives, working groups: Programming subject at Lauro Ikastola, Coder Dojo, Gaztekno at Deusto University, etc.
  45. 45. We are open to suggestions, collaborations, criticism ;)
  46. 46. References ● Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., ... & Kafai, Y. (2009). Scratch: programming for all. Communications of the ACM, 52(11), 60-67. ● Rusk, N., Resnick, M., Berg, R., & Pezalla-Granlund, M. (2008). New pathways into robotics: Strategies for broadening participation. Journal of Science Education and Technology, 17(1), 59-69. ● Scratch 2.0,
  47. 47. All rights of images are reserved by the original owners*, the rest of the content is licensed under a Creative Commons by-sa 3.0 license * see references in each slide