Scratch: programming for all
Abstract
"Digital fluency" should mean designing, creating, and remixing, not just browsing, chatting, and interacting.
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Scratch integrates coding into the everyday creative activities of children, incorporating storytelling, drawing, and gaming as fundamental forms of expression.
“In discussing Scratch, it extends beyond the traditional view of programming as merely a coding skill. Instead, Scratch integrates coding into the everyday creative activities of children, incorporating storytelling, drawing, and gaming as fundamental forms of expression [51].”
From ChatScratch: An AI-Augmented System Toward Autonomous Visual Programming Learning for Children Aged 6-12 (2024) · cites this paper as [51]
Autonomous learning without the structured guidance of a classroom is often less effective.
“Although these students can, in theory, avail themselves of publicly available resources online, research shows that autonomous learning without the structured guidance of a classroom is often less effective [14, 39, 51].”
From ChatScratch: An AI-Augmented System Toward Autonomous Visual Programming Learning for Children Aged 6-12 (2024) · cites this paper as [51]
For children without access to educational resources or guidance from educators, learning within paradigms without classroom support is often ineffective.
“Moreover, for children without access to educational resources or guidance from educators, learning within paradigms without classroom support is often ineffective [14, 39, 51].”
From ChatScratch: An AI-Augmented System Toward Autonomous Visual Programming Learning for Children Aged 6-12 (2024) · cites this paper as [51]
Scratch remains the most commonly used platform in children's programming education.
“While there are numerous alternatives, Scratch remains the most commonly used platform in children's programming education, primarily because of its inherent tinkerable nature, profound meaningfulness, and vibrant social community [51].”
From ChatScratch: An AI-Augmented System Toward Autonomous Visual Programming Learning for Children Aged 6-12 (2024) · cites this paper as [51]
Personally meaningful projects align exceptionally well with Scratch in autonomous learning environments.
“Personally meaningful projects, which allow children to freely choose their themes and forms of implementation, align exceptionally well with Scratch [51] in autonomous learning environments [14].”
From ChatScratch: An AI-Augmented System Toward Autonomous Visual Programming Learning for Children Aged 6-12 (2024) · cites this paper as [51]
Scratch projects require a phase of creative thinking and conceptualization before one starts coding.
“In contrast, Scratch projects require a phase of creative thinking and conceptualization before one starts coding [51].”
From ChatScratch: An AI-Augmented System Toward Autonomous Visual Programming Learning for Children Aged 6-12 (2024) · cites this paper as [51]
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- Authors
- Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., Millner, A., Rosenbaum, E., Silver, J., Silverman, B., & Kafai, Y.
- Affiliations
- Massachusetts Institute of Technology (US)
- Massachusetts Institute of Technology, Cambridge, MA
- Playful Invention Company, Montreal, Quebec, Canada
- University of Pennsylvania (US)
- Venue
- Communications of the ACM
- Published
- 2009-11
- Volume
- 52
- Issue
- 11
- Pages
- 60-67
- ISSN
- 0001-0782 (ISSN-L)
- 1557-7317
- OpenAlex
- W2084944215
- Cited by
- 3,333
- References
- 0
- Citations by year
- 2026: 195 · 2025: 207 · 2024: 234 · 2023: 239 · 2022: 197 · 2021: 275 · 2020: 250 · 2019: 326 · 2018: 226 · 2017: 246 · 2016: 203 · 2015: 219 · 2014: 173 · 2013: 113 · 2012: 108
- FWCI
- 1517.31
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Communications of the ACM (publishedVersion)
- Funders
- National Science Foundation
- Topics
- Social Sciences › Arts and Humanities › Literature and Literary Theory › Literacy, Media, and Education
- Physical Sciences › Computer Science › Computer Science Applications › Teaching and Learning Programming
- Physical Sciences › Computer Science › Information Systems › Digital literacy in education
- Keywords
- Scratch, digital fluency, remix, digital creation, programming education
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