Practical Research on Gamified Programming Teaching in Large Classes under the Guidance of Computational Thinking — Taking the 'Robot Treasure Hunt' Science Rules Game Activity as an Example
Keywords:
数智AI, DigitalAI; programmingenlightenment; kindergarten; Matarobot; ScratchJr, 编程启蒙, 幼儿园, 玛塔机器人, ScratchJrAbstract
This study explores the application of digital AI technology in early childhood programming education, taking the "Mata Treasure Hunt" activity in the middle class as an example and carrying out practical research in combination with the Scratch Jr software. By designing a dual-track teaching model combining Mata robot physical programming and Scratch Jr virtual, game-based learning tasks are constructed to help children master basic programming concepts. The findings show that the graphical interface significantly reduces the cognitive difficulty, the "virtual and real combination" effectively enhances interest and collaborative ability, and AI technology provides support for teaching evaluation. The research provides a referenceable practice plan for early childhood programming education, and optimization suggestions are put forward for technical adaptability.