Online scratch activities during the COVID-19 pandemic: Computational and creative thinking

MakaleAçık ErişimScopus SJRQ3
  • SDG 4 · Nitelikli Eğitim

Özet

This paper investigated the effect of online Scratch activities on college students’ computational and creative thinking. The study adopted a mixed research design including one group pretest-posttest. The sample consisted of 24 child development undergraduates (23 female and 1 male) in the 2019-2020 academic year. The research was carried out in “Teaching science and mathematics in preschool education” course and lasted 12 weeks. The participants developed Scratch projects based on eight learning outcomes (four math and four science). Data were collected using the Computational Thinking Scale, the Marmara Creative Thinking Dispositions Scale, and reflective journals. The quantitative data were analyzed using a paired sample t-test. The qualitative data were analyzed using content analysis. The results showed that Scratch activities helped students develop computational and creative thinking. The results of this study provide evidence that Scratch activities develop the students’ higher order skills. Ultimately, this research study recommends that Scratch activities ought to be integrated to science and mathematics education curriculums.

Anahtar Kelimeler

RDL Kalıcı Bağlantı (PID)
https://rdlopen.rawdatalibrary.net/r/munzur/2017Resmi atıflarda kullanılan kalıcı adres
DOI
https://doi.org/10.11591/ijere.v12i4.24938Yayıncı resmi DOI adresi
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Atıflar
Scopus
5
OpenAlex
5
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Tam Kayıt
AlanDeğerDil
dc.contributor.authorCırıt, Didem Karakaya
dc.contributor.authorAydemir, Selçuk
dc.date.accessioned2026-10-28T14:54:50.079547506Z
dc.date.available2026-10-28T14:54:50.079547506Z
dc.date.issued2023
dc.description.abstractThis paper investigated the effect of online Scratch activities on college students’ computational and creative thinking. The study adopted a mixed research design including one group pretest-posttest. The sample consisted of 24 child development undergraduates (23 female and 1 male) in the 2019-2020 academic year. The research was carried out in “Teaching science and mathematics in preschool education” course and lasted 12 weeks. The participants developed Scratch projects based on eight learning outcomes (four math and four science). Data were collected using the Computational Thinking Scale, the Marmara Creative Thinking Dispositions Scale, and reflective journals. The quantitative data were analyzed using a paired sample t-test. The qualitative data were analyzed using content analysis. The results showed that Scratch activities helped students develop computational and creative thinking. The results of this study provide evidence that Scratch activities develop the students’ higher order skills. Ultimately, this research study recommends that Scratch activities ought to be integrated to science and mathematics education curriculums.
dc.identifier.doi10.11591/ijere.v12i4.24938
dc.identifier.endpage2120
dc.identifier.issn2252-8822
dc.identifier.issue4
dc.identifier.scopus2-s2.0-85174956339
dc.identifier.startpage2111
dc.identifier.urihttps://rdlopen.rawdatalibrary.net/r/munzur/2017
dc.identifier.volume12
dc.language.isoen
dc.publisherInstitute of Advanced Engineering and Science
dc.relation.ispartofInternational Journal of Evaluation and Research in Education
dc.rightsinfo:eu-repo/semantics/openAccess
dc.subjectComputational thinking
dc.subjectCreativity
dc.subjectMathematics education
dc.subjectScience education
dc.subjectScratch
dc.titleOnline scratch activities during the COVID-19 pandemic: Computational and creative thinking
dc.typeArticle
rdl.citation.openalex5
rdl.citation.scopus5
rdl.oa.statusgold
rdl.oa.urlhttps://ijere.iaescore.com/index.php/IJERE/article/download/24938/13717
rdl.scopus.quartileQ3
rdl.sdgSDG04
rdl.source.indexSCOPUS