Elaboración de un modelo de aprendizaje en la asignatura de programación de enseñanza media con el uso de la tarjeta Raspberry PI
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2019
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Universidad de Guayaquil Facultad de Ciencias Administrativas
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Este proyecto busca facilitar el aprendizaje de la asignatura de programación de los alumnos de secundaria de un colegio de privado de recursos limitados. Para esto se planea utilizar la tarjeta Raspberry PI la cual es una placa de tamaño reducido que se puede convertir en un económico computador con sistema Linux, junto con el lenguaje de programación Scratch el cual se caracteriza por su fácil uso y gran poder de desarrollo del pensamiento computacional en los jóvenes.
En el primer capítulo de este trabajo investigativo, luego de una breve introducción se describirá la problemática que impulso a búsqueda de una posible solución. En el segundo capítulo se citarán algunas de las teorías más relevantes con respecto a temas como las metodologías de la enseñanza, la tarjera Raspberry PI y las características y beneficios en la educación media del lenguaje de programación Scratch.
En el tercer capítulo muestra el tipo de investigación, la metodología, herramientas y técnicas que se usaron para levantar, tabular, graficar y analizar datos y convertirlos en información útil para el buen desarrollo de la propuesta. Luego en el cuarto capítulo se describe la propuesta, las herramientas que serán utilizadas para el desarrollo de la misma, además se muestran los impactos que tendrá esta propuesta más las respectivas conclusiones y recomendaciones.
This project seeks to facilitate the learning of the subject of programming of the secondary students of a private school of limited resources. For this, it is planned to use the Raspberry PI card which is a small-sized board that can be converted into an economical computer with a Linux system, along with the Scratch programming language which is characterized by its easy use and great development power. Computational thinking in young people. In the first chapter of this investigative work, after a brief introduction the problem that impelled in search of a possible solution will be described. The second chapter will cite some of the most relevant theories regarding issues such as teaching methodologies, the Raspberry PI card and the characteristics and benefits in secondary education of the Scratch programming language. In the third chapter it shows the type of research, the methodology, tools and techniques that were used to collect, tabulate, graph and analyze data and convert them into useful information for the proper development of the proposal. Then in the fourth chapter the proposal is described, the tools that will be used for the development of the proposal, the impacts that this proposal will have plus the respective conclusions and recommendations are also shown.
This project seeks to facilitate the learning of the subject of programming of the secondary students of a private school of limited resources. For this, it is planned to use the Raspberry PI card which is a small-sized board that can be converted into an economical computer with a Linux system, along with the Scratch programming language which is characterized by its easy use and great development power. Computational thinking in young people. In the first chapter of this investigative work, after a brief introduction the problem that impelled in search of a possible solution will be described. The second chapter will cite some of the most relevant theories regarding issues such as teaching methodologies, the Raspberry PI card and the characteristics and benefits in secondary education of the Scratch programming language. In the third chapter it shows the type of research, the methodology, tools and techniques that were used to collect, tabulate, graph and analyze data and convert them into useful information for the proper development of the proposal. Then in the fourth chapter the proposal is described, the tools that will be used for the development of the proposal, the impacts that this proposal will have plus the respective conclusions and recommendations are also shown.
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ASIGNATURA DE PROGRAMACIÓN, SCRATCH, RASPBERRY PI, ENSEÑANZA