Escriben:
José-Manuel Sáez López (UNED, Spain)
José-Manuel Sáez López (UNED, Spain)
Yoshiro Miyata (Chukyo University, Japan)
Mª Concepción Domínguez-Garrido (UNED, Spain)
(Resumen elaborado por sus autores del artículo del mismo nombre publicado en el número 2 del 2016 de la Revista Iberoamericana de Educación a Distancia)
This study
analyses the concepts, attitudes and practices of 113 students from three major
universities in different countries (Japan, Mexico and Spain) related to the
process of coding to create multimedia presentations in an intercultural
context
The application of
educational technology in universities is providing various possibilities that
affect interactions in teaching and learning processes. The tools of
synchronous and asynchronous communication (Anastasiades, Filippousis, Karvunis,
Siakas, Tomazinakis, Giza & Mastoraki, 2010) together with the
possibilities of multimedia content open a range of possibilities in
educational contexts.
Using information
provided from taxonomies (Näsström, 2009), practiceis designed to harnesses the
potential to understand and create with the Scratch application, which facilitates the work with
codes and programs (scripts) to create multimedia content (Brennan &
Resnick, 2012; Maloney, Resnick, Rusk, Silverman & Eastmong, 2010;
Sáez-López, Román-González & Vázquez-Cano, 2016) with an active
student-centred approach.
From an
intercultural perspective, it is important to enable interactions between students
from different universities and nationalities through virtual learning environments,
Interactive Videoconferencing (Ertl, Fischer & Mandl, 2006; Gerstein, 2000;
Knipe & Lee, 2002) and other communication tools (Edmodo, Voice Thread and
Skype) that enable enrichment and interaction in the process to create and
share content (Sáez, Leo & Miyata2013).
The research
process focused on the application of a Design Based Research strategy
(Anderson & Shattuck, 2012; Barab & Squire, 2004; Dede, Ketelhut, Whitehouse, Breit
& McCloskey, 2009) that allows an intervention from complementary methods,
which contribute to understanding interactions in learning processes. This
approach allows for the analysis of innovative practices among several universities
from the application in a real context with multiple interactions framed in an
active and innovative instructional design in the field of university teaching.
Creative
incorporation of technology in an educational framework and the use of ICT
under pedagogical conditions improve interactive learning environments centred
on the students.
The integration of
the Scratch application presents a visual language that is free and easy to use
and is favourable to a learning method based on projects with a role focused on
students’ activity. This tool enables active and constructive learning; in
fact, it is not difficult to imagine a situation of reproductive learning using
this application (López-Escribano & Sánchez-Montoya, 2012).
“Digital fluency
requires not just the ability to chat, browse, and interact but also the
ability to design, create, and invent with new media” (Resnick, Maloney, Hernández,
Rusk, Eastmond, Brennan, Millner, Rosenbaum, Silver, Silverman & Kafai,
2009, p. 60). Scratch is based on the ideas of the constructivist learning logo
(Papert, 1980). This versatile application can be used to create projects
containing media scripts. Images and sounds can be imported or created in
Scratch using a built-in paint tool and sound recorder (Maloney et al., 2010).
Teachers and
students have the perception that programming is very complicated due to the
high level of abstraction of the concepts in order to program. The creators of
Scratch (Resnick et al., 2009) believe that it is able to encompass different
types of projects in different contexts through a fun, meaningful and social
programming language. Papert (1980) argued that programming languages should
have a “low floor” (easy to get started) and a “high ceiling” (complex
projects).
The Scratch
programming environment and language work together to create a system that is
exceptionally quick to learn—users can be programming within fifteen
minutes—yet with enough depth and variety to keep users engaged for years (Maloney
et al., 2010, p. 14).
Moreover, it is
important to value multiple ways of knowing: The learner has to be able to put
concepts to use in their projects and understand other student’s work.
Assessments should explore these multiple ways of knowing. “The intersection of
computational thinking concepts and computational thinking practices leads to multiple
ways of knowing” (Brennan & Resnick, 2012, p. 23).
Through Scratch,
it is intended that students will be able to use programming concepts through a
visual and intuitive language, because the management is performed by placing
blocks of different colours and commands, which result in a product. “The
Scratch programming system strives to help users build intuitions about
computer programming as they create projects that engage their interests” (Maloney
et al., 2010, p. 14).
The ability to
interact with applications such as Voice Thread and Edmodo to share content and
work collaboratively allows the development of intercultural activities with
content and a continuous enrichment in interactions between students who show
interest in others (Miyata, Ueshiba & Harada, 2012; Sáez, Leo & Miyata, 2013).
The interactions
and learning experiences are enriched through the use of the Interactive Video
Conference, which pinpoints the design of interactive activities in conjunction
with well-organised, student-centred instruction; this is the key factor to an
effective Video Conference (Omatsey, 1999; Stewart & Vallance, 2008).
Image 1: Scratch projects
Scratch, Voice
Thread, Edmodo and Skype allow interactions with possibilities of creating
multimedia and communication through collaborative work between students from
different universities (Ertl, Fischer & Mandl, 2006; Knipe & Lee, 2002;
Sáez, Leo & Miyata, 2013). These activities
are described through a site that translates interactions, synchronous
communication and creation of multimedia activities through programming them
into different languages (Spanish and English)
The present study
proposes three dimensions that address the research objectives through a
quasi-experimental method. Perceptions and practices reported by students were
analysed utilising this method. This kind of research is intended to describe
the individual experience in particular environments (Creswell, 2003).
The study analyses
information related to intercultural activities by college students from
several countries using several communication tools. Intervention is framed in
the mentioned research groups: Professional Training, Educational Intercultural Innovation and
Media Design (Group 125 at UNED) and World Museum Project. The intervention
comprehends six-month programmed activities during which students engaged in
activities and case studies
Image 2: Examples, Scratch college beginner test
(SCBT)
From the results
of the Student’s t-test administered, it can be stated that there are
significant improvements in the results of the administered test, so the
program implemented improves the ability of students to understand the
management of multimedia contents programming with Scratch.
Consistent with
the objectives of the study and obtained information from the various tests,
instruments and data triangulation, research processes show the following
conclusions:
We concluded that
the project implemented has significantly improved efficacy regarding the
ability of students to understand and use multimedia content through block
programming, enabling improvement in presentations and multimedia content.
The application of
the present project allowed students to create sprites, backgrounds, text and
sound in interactive presentations (over 75% of students) with statistical
improvement.
Data shows (tests,
questionnaire and interviews) positive attitudes of students regarding
multimedia presentations using technologies in intercultural activities.
Students have a favourable attitude towards the use of Scratch and other
communications such as Voice Thread or Skype (Dimensions 2 and 3).
After the
implementation of this project, students know how to work with sprites,
background, sounds, text and interactions. Nevertheless, in order to enhance
implementation in the future, we have to take into account that gaming,
operators and connected hardware have not improved statistically in this
process.
Although there are
just a few limitations related to Scratch programming language, students
highlighted that Scratch is intuitive (item 2.2.9), available, easy to use,
funny and perfect for presentations and animations (Dimension 3, interviews).
In short,
fostering intercultural multimedia activities and interaction using coding and
communication tools in a university setting has several advantages regarding
ICT skills and content creation. The implemented project aimed at helping
students manage dynamic and interesting presentations to share with other
students and cultures. Students noted positive attitudes related to
intercultural activities using multimedia, coding and communication resources.
The implemented project provided necessary training and skills in order to
create interactive and attractive content using basic coding.
The positive
feedback from students about the concept of coding to create multimedia
presentations in intercultural contexts should be kept in mind Students have
positive attitudes and clear ideas, and now, they simply need to be implemented
in the future.
Sáez-López, J.M., Miyata, Y., &
Domínguez-Garrido, M. C. (2016). Creative coding and intercultural projects in Higher
Education: A case study in three universities. RIED. Revista Iberoamericana de Educación a Distancia,
19(2), pp.
145-165. doi: http://dx.doi.org/10.5944/ried.19.2.15796
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