Developing a STEAM-Based Tangible Programming Curriculum for Senior Kindergarten: An Empirical Study on Activity Design and Implementation Pathways

Authors

  • 赵丽婷 浙江省文成县大峃镇龙川幼儿园
  • 林丽云 浙江省文成县大峃镇龙川幼儿园

Keywords:

实体编程启蒙课程, Object-oriented programming, 大班幼儿, STEAM项目活动, 推进路径

Abstract

The kindergarten class's entity programming course needs to be based on the STEAM education concept, grasp the age characteristics of the children, and set the course to be problem-solving-oriented, focus on the process and not the result, grasp the "enlightenment" degree, and protect the children's interest in learning. The process of the course implementation reflects the child-centered, with the problem as the lead, guide the children to experience in the situation, and explore in the game; integrate programming with other domain content. At the same time, it is necessary to choose a suitable physical programming kit instead of a graphical programming system as a programming learning tool.

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Published

2025-06-06