Learning by creating: Interactive programming for Indian high schools

In this paper we discuss results and observations based on empirical studies of introducing programming using Scratch - Arduino to high school students. We analyse the programming experience of students across diverse educational and economic backgrounds, culture and region. Learning of key programming and electronics concepts was measured during the exercise. Results indicate that these fundamentals can be imparted at high schools in the Indian educational context. We find that the introduction of logic programming and computer-hardware interfacing at the high school level is advantageous in terms of creating an interactive environment fostering learning and creativity.

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