JET_V6_N2_A1
Visual Programming: A Programming Tool For Increasing Mathematics Achivement
Cheryl Swanier
Cheryl Seals
Elodie Billionniere
Journal of Educational Technology
2230 - 7125
6
2
1
5
Achievement, Creativity, End User Programming, Mathematics Education, K-12, Learning, Scratch, Squeak, Visual Programming
This paper aims to address the need of increasing student achievement in mathematics using a visual programming language such as Scratch. This visual programming language facilitates creating an environment where students in K-12 education can develop mathematical simulations while learning a visual programming language at the same time. Furthermore, the study of visual programming tools as a means to increase student achievement in mathematics could possibly generate interests within the computer-supported collaborative learning community. According to Jerome Bruner in Children Learn By Doing, "knowing how something is put together is worth a thousand facts about it. It permits you to go beyond it” (Bruner, 1984, p.183).
July - September 2009
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