Design and Development of Scratch-Arduino Educational Tools for Teaching Electricity Concepts.

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Title: Design and Development of Scratch-Arduino Educational Tools for Teaching Electricity Concepts.
Authors: Balouktsis, Ioannis1 ibaloukt@eled.duth.gr, Kekkeris, Gerasimos1
Source: Science Education International. 2025, Vol. 36 Issue 4, p429-440. 12p.
Subject Terms: *Teaching aids, *Middle school education, *Experiential learning, Electricity, Arduino (Microcontroller), Visual programming (Computer science), Digital computer simulation, Cyber physical systems
Abstract: This study aimed to design and develop a series of digital educational tools that facilitate the teaching and learning of electrical concepts among middle-school students. The tools were created using Scratch 3, which is a visual programming environment developed by MIT. Physical computing is integrated using the Arduino platform. They focused on fundamental electricity concepts, including Ohm's law, two- and three-way "aller-retour" switch circuits for lighting control, and ON-OFF switch circuits for operating two or three LEDs. In addition, two interactive education assessment tools were developed to support and evaluate the learning outcomes. The integration of digital simulations with real-world circuits enables bidirectional interactions between physical and virtual environments. Students can control real electrical circuits through simulations, while influencing the digital environment through physical input. This approach fosters a deeper understanding of the electric current, voltage, resistance, and circuit logic. Designed for students aged 11-15 years, these tools combine visual representation with hands-on exploration to enhance student engagement and conceptual comprehension. An interactive and experiential learning environment contributes to effective knowledge acquisition and retention in the field of electricity. [ABSTRACT FROM AUTHOR]
Copyright of Science Education International is the property of Science Education International and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: Design and Development of Scratch-Arduino Educational Tools for Teaching Electricity Concepts.
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  Data: <searchLink fieldCode="JN" term="%22Science+Education+International%22">Science Education International</searchLink>. 2025, Vol. 36 Issue 4, p429-440. 12p.
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  Data: This study aimed to design and develop a series of digital educational tools that facilitate the teaching and learning of electrical concepts among middle-school students. The tools were created using Scratch 3, which is a visual programming environment developed by MIT. Physical computing is integrated using the Arduino platform. They focused on fundamental electricity concepts, including Ohm's law, two- and three-way "aller-retour" switch circuits for lighting control, and ON-OFF switch circuits for operating two or three LEDs. In addition, two interactive education assessment tools were developed to support and evaluate the learning outcomes. The integration of digital simulations with real-world circuits enables bidirectional interactions between physical and virtual environments. Students can control real electrical circuits through simulations, while influencing the digital environment through physical input. This approach fosters a deeper understanding of the electric current, voltage, resistance, and circuit logic. Designed for students aged 11-15 years, these tools combine visual representation with hands-on exploration to enhance student engagement and conceptual comprehension. An interactive and experiential learning environment contributes to effective knowledge acquisition and retention in the field of electricity. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
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  Data: <i>Copyright of Science Education International is the property of Science Education International and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.33828/sei.v36.i4.6
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      – Code: eng
        Text: English
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        Type: general
      – SubjectFull: Middle school education
        Type: general
      – SubjectFull: Experiential learning
        Type: general
      – SubjectFull: Electricity
        Type: general
      – SubjectFull: Arduino (Microcontroller)
        Type: general
      – SubjectFull: Visual programming (Computer science)
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      – SubjectFull: Digital computer simulation
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      – SubjectFull: Cyber physical systems
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      – TitleFull: Design and Development of Scratch-Arduino Educational Tools for Teaching Electricity Concepts.
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            – D: 01
              M: 10
              Text: 2025
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