TEACHING COMPUTER MODELING CLASSES IN 3RD GRADE BY USING A FAIRY TALE CHARACTER FROM LITERATURE CLASSES

The article presents a methodological option for studying the Scratch program in Computer Modeling Classes in the 3rd grade, using a fairy tale character from a Literature class. The analysis of the results of the observation of students' knowledge and skills, following the methodological option are presented as well as the investigation that takes into account the students' ability to explain the change in the behavior of the character through the digital content they have created.