Design and Implementation of Scratch-based Science Learning Environment Using Non-formal Learning Experience

  • Ko, Hye-Kyeong (Department of Computer Engineering, Sungkyul University)
  • Received : 2019.05.18
  • Accepted : 2019.06.02
  • Published : 2019.06.30


In this paper, we use scratch to design and develop non-formal learning experiences that are linked with contents of secondary science textbook to educational programs. The goal of this paper is to develop a convenient and interesting program for non-formal learning in a learning environment using various smart device. Theoretical approaches to mobile education, such as smartphones, and smart education support policies continue to lead to various research efforts. Although most of the smart education systems developed for students who have difficulty in academic performance are utilized, they are limited to general students. To solve the problem, the learning environment was implanted by combining the scratch, which is an educational programming that can be easily written. The science education program proposed in this paper shows the result of process of programming using ICT device using scratch programming. In the evaluation stage, we were able to display the creations and evaluate each other, so that we could refine them more by sharing the completed ideas.


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Figure 1. Scratch 2.0 programming

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Figure 2. Create design stage

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Figure 3. Learning design 4 steps used in this paper

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Figure 4. Algorithm of science quiz program

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Figure 5. Problem input scratch script

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Figure 6. Create correct and incorrect scratch scripts

Table 1. Classification and characteristics of non-formal learning

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Table 2. Design examples based on analytical framework

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Table 3. Science inquiry and engineering stage

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Table 4. Secondary science 2-1 3unit, abstention and our life

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Table 5. 3 unit of secondary Science 2-1, abstention and reconstruction of life

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Table 6. Variables and lists to generate

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Supported by : National Research Foundation on Korea (NRF)


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