The Scratch as a didactic strategy to develop the exploration of the environment in early education - Phase I and II –

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Blanca Nery Serna Agudelo
Edith Recalde España
Gustavo Adolfo Beltrán
Cristian Andrés Cañón Recalde

Abstract

Objective. Scratch is a visual programming environment that allows users to create interactive
multimedia projects designed as a means of expression to help children and young people to present their ideas creatively, while developing logical thinking skills.
Design. This process inquired about How a didactic strategy designed from the Scratch contributes to develop the exploration of the environment in the initial education? in the Workers’ Headquarters of the Educational Institution of the Agroindustrial Technical Institute of the Amazon. The theoretical framework addresses pedagogical principles such as: Environmental Exploration, ICT, Scratch, Initial Education and Classroom Pedagogical Project.
Methodology. This investigation corresponds to a case study, in which registration, interpretation
and analysis of exploration events are done in the children’s classroom.
Results. From the research process concludes that environment exploration is a fundamental axis
in childhood to enhance aspects such as the possibility of observing, asking, manipulating and
generating hypotheses around centers of interest.

Keywords:
Exploration of the Middle, ICT, Scratch, Initial education, Classroom pedagogical project

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