Paper 2026-66

ОТ ПОТРЕБИТЕЛ КЪМ СЪЗДАТЕЛ: ПРОЕКТНО ОРИЕНТИРАНИ ДЕЙНОСТИ В ОБУЧЕНИЕТО ПО КОМПЮТЪРНО МОДЕЛИРАНЕ И ИНФОРМАЦИОННИ ТЕХНОЛОГИИ

Зорница Тодорова Кънева
Пловдивски университет „Паисий Хилендарски“, Пловдив

FROM USER TO CREATOR: PROJECT-BASED LEARNING ACTIVITIES IN COMPUTER MODELING AND INFORMATION TECHNOLOGY

Zornitsa Todorova Kaneva
University of Plovdiv Paisii Hilendarski, Plovdiv

Abstract: This paper explores the application of project-based activities in Computer Modelling and Information Technology education as a means of developing key 21st-century competencies. The theoretical foundations of project-based learning, the competency-based approach, and constructivist learning theory are examined. The paper presents good educational practices involving the creation of educational games, digital storytelling projects, and digital awareness campaigns that transform students from technology users into creators of digital content. Particular attention is paid to the integration of modern digital tools, artificial intelligence, innovative classroom models, and the development of a positive learning environment. The findings indicate that project-based learning enhances students’ motivation, engagement, digital literacy, collaboration, creativity, and problem-solving skills, preparing them for successful participation in a rapidly evolving digital society.

Keywords: project-based learning, information technology, competency-based education

References:

  1. Bell, S., Project-Based Learning for the 21st Century: Skills for the Future. The Clearing House: A Journal of Educational Strategies, Issues and Ideas, 83(2), 2010.
  2. Larmer, J., Mergendoller, J., Boss, S., Setting the Standard for Project Based Learning. Alexandria, VA: ASCD, 2015.
  3. OECD, OECD Future of Education and Skills 2030. Paris: OECD Publishing, 2019.
  4. Papert, S., The Children’s Machine: Rethinking School in the Age of the Computer. New York: Basic Books, 1993.
  5. Resnick, M., Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play. Cambridge, MA: MIT Press, 2017.
  6. Thomas, J., A Review of Research on Project-Based Learning. San Rafael, California: Autodesk Foundation, 2000.

(Endnotes:)

1. European Commission. (2022). DigComp 2.2: The Digital Competence Framework for Citizens. Luxembourg: Publications Office of the European Union
2. Scratch Foundation. Scratch – Imagine, Program, Share. https://scratch.mit.edu
3. Code.org. Computer Science Education Platform. https://code.org
4. Book Creator. Create and Publish Digital Books. https://bookcreator.com
5. Canva for Education. Educational Design Platform. https://www.canva.com/education
6. Adobe Express for Education. Creative Tools for Teaching and Learning. Dostapno na: https://www.adobe.com/express
7. Ministerstvo na obrazovanieto i naukata. (2021). Strategicheska ramka za razvitie na obrazovanieto, obuchenieto i ucheneto v Republika Bulgaria (2021-2030). Sofia: MON: https://www.mon.bg
8. Ministerstvo na obrazovanieto i naukata. Uchebni programi po kompyutarno modelirane i informatsionni tehnologii za V–VII klas https://www.mon.bg
9. Zakon za preduchilishtnoto i uchilishtnoto obrazovanie. Obn., DV, br. 79 ot 13.10.2025 g. https://lex.bg

READ FULL PAPER