Creating a fairy tale through computer coding: a didactic experiment with Scratch

Authors

  • Gabriele Catani

DOI:

https://doi.org/10.6092/issn.2704-8128/10895

Keywords:

teaching writing, coding, computational thinking, morphology of the folktale, lower-secondary school

Abstract

This study examines the repercussions of computer coding activities, introduced several years ago in the Italian schools, for linguistic education. In particular, the article describes an experiment conducted in a lower secondary school, where a fairy tale, which had already been analysed by Propp as a linguistic algorithm, was coded in its single events by using a programming language with blocks in the programming environment Scratch. Subsequently, the instructions contained in the source code in blocks were “translated” into Italian and turned into a narrative by the students.

Published

2020-05-15

How to Cite

Catani, G. (2020). Creating a fairy tale through computer coding: a didactic experiment with Scratch. Italiano a Scuola, 2(1), 171–200. https://doi.org/10.6092/issn.2704-8128/10895

Issue

Section

Teaching Reports