Programming in Art and crafts 2018-2022

Developing the pseudocode-model

Authors

DOI:

https://doi.org/10.7577/formakademisk.4812

Keywords:

Programming, LK20, Scratch, DBR, Art and crafts

Abstract

Since it became known in early 2018 that programming would be implemented in the upcoming curricula in Art and Crafts, I started holding short workshops in the topic for teacher training students in design, arts and crafts.  The purpose was firstly to give the students an insight into the possibilites that lay in combining programming and Art and crafts, and hopefully contribute to some of them wanting to orient themselves further in the topic on their own. The development of this teaching has gradually changed from year to year, in interaction with overlapping projects. Through design-based research with the aim of developing and improving my own practice, this paper looks at five years of teaching programming with an emphasis on Scratch. One experience is that it is more important that the students (and pupils) get started quickly with exploring the possibilities and limitations of programming, rather than to receive a lot of instructions before they start. Another result of these experiences is that the teaching is organized like a code, which has been named the pseudocode-model.

 

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Published

2023-01-23

How to Cite

Haakonsen, P. (2023). Programming in Art and crafts 2018-2022: Developing the pseudocode-model. FormAkademisk, 16(2). https://doi.org/10.7577/formakademisk.4812

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