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).

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Visual Programming: A Programming Tool ForIncreasing Mathematics Achivement

Cheryl Swanier*, Cheryl Seals**, Elodie Billionniere***
* Associate Professor, Mathematics and Computer Science Department, Fort Valley State University
** Associate Professor, Computer Science and Software Engineering Department, Auburn University
*** Doctoral Student, Computer Science and Engineering Department, Arizona State University
Periodicity:July - September'2009
DOI : https://doi.org/10.26634/jet.6.2.784

Abstract

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).

Keywords

Achievement, Creativity, End User Programming, Mathematics Education, K-12, Learning, Scratch, Squeak, Visual Programming

How to Cite this Article?

Cheryl Swanier, Cheryl D. Seals and Elodie Billionniere (2009). Visual Programming: A Programming Tool For Increasing Mathematics Achivement. i-manager’s Journal of Educational Technology, 6(2), 1-5. https://doi.org/10.26634/jet.6.2.784

References

[1]. Bruner, J. S. (1983). The New Curriculum: IN THE END. In Search of Mind: Essays in Autobiography (pp.177-200). New York: HarperCollins.
[2]. Ford, J. L. (2008). Scratch Programming for Teens. Boston, MA: Course Technology PTR.
[3]. Jenkins, H., Clinton, K., Purushotma, R., Robison, A., & Weigel, M. (2006). Confronting the challenges of participation culture: Media education for the 21st century. Chicago, IL: The John D. and Catherine T. MacArthur Foundation.
[6]. Lewin, T. (2006). As Math Scores Lag, a New Push for the Basics. The New York Times, p. A22.
[10]. Peppler, K., & Kafai, Y. B. (2007). What Videogame Making can teach us about literacy and learning: Alternative pathways into participatory culture. In Proceedings of DiGRA, p. 369-376.
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