Εισαγωγή σε γλώσσα προγραμματισμού μέσω ψηφιακών διαδραστικών ιστοριών
Nowadays, when new technologies are evolving rapidly, young people need to develop skills that will help them in their future plans. The Greek school tries to adapt to the new requirements of the times and to integrate interactive educational tools in the learning process. New technologies can thus support and strengthen educational practice by cultivating additional number of learners skills. Digital stories, comics and programming can support active teaching through programs. The program of digital stories creation, Ren’ py, which we used in this thesis, gives many opportunities to educator to strengthen the educational planning and also to cultivate many skills to students, that may prove useful for their education and their careers. The program is easy to be used and the programming language that is required , is very friendly to learners. It can also be used in primary education. Many educators believe that these interactive tools are cumbersome as they do not know how to integrate them in the educational practice. This aim thesis presents an educational design that incorporates a program of digital stories creation (Ren'Py) in teaching and also presents the skills that this program cultivates to students. This will convince and motivate educators to incorporate this and other interactive tools in their educational action. More specifically the aim of this thesis is to present a proposed instructional design and worksheets that evalute an educational scenario with the use of the digital storytelling creation program Ren'Py. Furthermore, the thesis aims to examine whether the use of the digital storytelling creation program Ren'Py can introduce students to the concept of programming language and whether the skills that are grown to students are useful for their educational and professional careers. Then bibliographical elements of digital storytelling are presented and also the different kinds of interactive tools that can be used for digital storytelling, depending on their capabilities. Then examples of the use of Ren'Py program are presented. Then, the educational material, the educational design and also the educational activity are presented. Finally there is an evaluation of this action and some conclusions.