Electronic Didactic Toy, As Element for Programming Teaching to Boys and Girls from 4 to 7 Years Cartagena, Edgar Eduardo

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Electronic Didactic Toy, As Element for Programming Teaching to Boys and Girls from 4 to 7 Years Cartagena, Edgar Eduardo Technical University of North. Cartagena Eduardo. JED-Pro. 1 Electronic Didactic Toy, as element for programming teaching to boys and girls from 4 to 7 years Cartagena, Edgar Eduardo. [email protected] Technical University of North forgetting the fun and creativity that involves be child. Abstract — The project consists of the development of a Educational toy proposed in this paper is designed with the prototype of Educational Electronic Toy which aims in the intention of providing free access tools to educate children of teaching of basic programming for children between the ages of the country and encourage them to innovation and 4 to 7; the same that relates to learning with fun simplifying the technological development from the early stages of life. programming so that children through the game that is an innate activity, to adopt programming knowledge and at the same time This work contains a research of the theories of learning and go by involving them with the world of technology. basics of programming for children; the same one that allows to understand the behavior of children in the learning process and Educational electronic toy designed in this work involves the advantages of teaching programming from an early age. children basically with three concepts of programming which Later outlined the elements of software and hardware used for are: instruction, sequence and structures (cycles and prototype design and each one of the steps in your deployment. conditions); which are the key concepts to time to directly learn An analysis of the costs and benefits that leads the development the programming logic. The purpose of the game is to program of educational toy and the teaching of programming to children sequences of instructions in a tangible programming interface and ends with conclusions and recommendations obtained in to guide a robot toward a destination or goal proposed by way the implementation of the project is then performed. of challenge, so that children develop their creativity, imagination and at the same time be involved in programming II. BASICS in a playful way. A. Behavioral Theory This prototype is based on the Arduino platform and contains The behaviorist theory defends fully compliance with the a tangible program logic; the same one that allows children to procedures in the teaching process, Behaviorism focuses on the program the robot wirelessly via Bluetooth technology and practice and behavior observable completely discarding all of without the need of a computer or smart device, only by the individual thought processes, basis is to learn what is shown inserting small pieces of wood, which gives you simplicity at or displayed. the time of the action of play and learn how to program. B. Cognitivist Theory The cognitivism is based on mental processes and the representation of knowledge, beyond the change in observable Keywords— Children, Programming, Toy, Technology. behavior of an individual exposed to a stimulus-response, proposed Behaviorism. This theory emphasizes knowledge I. INTRODUCTION rather than the response, on the mental structure and sees the Nowadays with the great technological advances, production individual as active, constructive, and as that able to solve of electronic systems for daily use of people and the internet; problems and not as a passive recipient who reacts to Ecuadorian children and youth should have a positive attitude stimulation. to change, where they are not limited to be simple consumers, otherwise they become the producers of new technologies, 1) Pre-Conceptual stage: at this stage are children between helping with the educational process in which are immersed the ages of 2 to 4 years, children in this age begin to develop and their improvement. their symbolic representation demonstrating it graphically or through imitations, are able to imitate words and understand its meaning; however they still think that all Free platforms give us the opportunity of free knowledge and things have life and feel. with the appropriate guidelines Ecuador can be a potential in education, technology and investigation, if it offers low-cost 2) Stage of intuitive thinking: children corresponding to technologies to every child who wants to learn, without this stage has between 4 and 7 years, in this age already can Engineering in Electronics and Communication Networks Technical University of North. Cartagena Eduardo. JED-Pro. 2 solve problems intuitively through games, activities and 1) Educational purpose: refers to the educational intention experiences that allow them to develop their mental activity, which has toy, for example in this case is an educational however still are limited by their lack of experience. electronic toy that aims to didactic teaching of programming logic to children. C. Constructivist Theory Children in the constructivist model must be sharers of 2) Playful action: refers to the activity of playing, since if knowledge forming part of the learning activity and not to there is no game is not a didactic toy but would be a teaching remain only passively observing what is explained. Basically, tool that is something different. Play action stimulates the children learn more easily when they can control an object or child and awakens their interest which causes that the child activity, without the need for a rigorous literacy only with basic voluntarily see the need to learn. guidelines the child will build their own knowledge. 3) Game rules: constitute the organizational part of the game, the rules are that set as it must be played, which D. Developmental characteristics of children 4 to 7 years actions are allowed and what not; the rules of the game are The boys and girls between the ages of 4 to 7 according to very important since they will determine fair shares in the the cognitivist theory of Piaget are in the stage of intuitive game. thinking, at this stage developed a motor coordination that G. Children and technology enables them to manipulate tools and accessories in a way more accurate and precise, in this age children are much interested in Recently it has been seen to children aged three or younger acquiring knowledge and become very curious by what you are locate a program on a phone or computer from their parents, relax with a video game interactive or turn on a technological interested in activities that allow them to discover, reflect and appliance in the home, this is because children by be continually create, this is why strategies that take advantage of this stage exposed to technology, the technology tends to be very easy to taking into account that children should develop activities in use for them. Children as well as have to need to learn to read, accordance with its possibilities since if it's easy or otherwise is write, add, subtract, and calculate do they well at school and very difficult children could lose interest should be developed.. then at work, the children will also have to know how to operate computers and other technological devices. Constantly the thinking of children is becoming more analytical, logical, are able to understand more complicated H. Programming for children situations, draw conclusions and make classifications. At the An increasing number of countries has begun to teach their same time it will evolve their emotional maturity that allows students to write code with the objective of training to digital them to be more sociable and have the ability to work in group creators and not just mere consumers of content, enhancing with greater ease, being participatory and collaborators, also your creativity and your logical mind. Programming is a word develop their cognitive curiosity and try to acquire knowledge that may sound boring, but things change when you ask a child of everything which for them is unknown. if you'd like to learn how to create your own toys, apps and games. E. Incidence of the didactic toys in children Educational toys are educational tools that can be used as a Programming is give a series of instructions and see the effect teaching strategy in any age, these toys in children's learning in real time. I.e., what is indicated by the instruction moved to process are very important since with a suitable methodology action, and this action has consequences. The programmer is can allow infants to develop and strengthen their skills, responsible for the action that took place from the statement expectations, conceptualization and socialization. given by. Programming involves structured thinking, ideas, turn them into a construction project to generate something new, not only to manipulate what already exists. Educational toys are made in an effort to contribute to the development of children in aspects related to thought, oral and 1) Program: is a set of instructions that guide the computer written language, imagination, socialization, better knowledge to perform some activity or solve a problem; in the program of himself and others. These have been increasing its run different actions according to the data being processed. importance since the teaching processes have changed, avoiding forced memorization and physical threats by methods 2) Programming language: is the medium through which of stimulation of the senses and the imagination. we communicate you to the computer or to the driver the F. Objectives of the educational toys sequence of instructions to be executed to carry out activities, tasks, or troubleshooting. If is the language Educational toys should have a number of objectives that through which we can have communication with meet the purposes of the game and the goals that you want to programmable device. achieve. Among the main objectives of a game or educational toy this first establishment of a problem, which should be 3) Algorithm: is a tidy and chronological sequence of steps resolved with a level of analysis and appropriate difficulty to that lead to the solution of a problem or the execution of a arouse the interest and the child mental compression.
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