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Zusammenfassungen
Game design appears to be a promising approach to interest K-12 students in Computer Science. Unfortunately, balancing motivational and educational concerns is truly challenging. Over a number of years, we have explored how to achieve a functional balance by creating a curriculum that combines increasingly complex game designs, computational thinking patterns and authoring tools. Scalable Game Design is a research project exploring new strategies of how to scale up from after school and summer programs into required curriculum of public schools through game design approaches. The project includes inner city schools, remote rural areas and Native American communities. A requirement checklist of computational thinking tools regarding curriculum, teacher training, standards and authoring tools has been developed and is being tested with thousands of students.
Von Alexander Repenning, David Webb, Andri Ioannidou im Text Scalable game design and the development of a checklist for getting computational thinking into public schools (2010) Bemerkungen
Auf Seite 267 wird ein einfaches AgentSheet-Programm mit einem komplizierten Scratch-Programm verglichen (um die Einfachheit von AgentSheets zu zeigen). Mir ist unklar, warum das gezeigte Scratch-Programm (Figure 2) so kompliziert dargestellt wird. Das zu lösende Problem lässt sich auch in Scratch massiv einfacher programmieren.
Von Beat Döbeli Honegger, erfasst im Biblionetz am 08.03.2015Dieses Konferenz-Paper erwähnt ...
Personen KB IB clear | Mihaly Csikszentmihalyi , Committee on Information Technology Literacy , Todd Oppenheimer , Jeannette M. Wing | ||||||||||||||||||||||||||||||||||||
Fragen KB IB clear | Welche Programmiersprache eignet sich für die Schule?Which programming language is suitable for school? | ||||||||||||||||||||||||||||||||||||
Begriffe KB IB clear | AgentCubes , AgentSheets , computational thinkingcomputational thinking , Informatikcomputer science , LehrerInnen-Bildungteacher training , Motivationmotivation , Programmierenprogramming , Scratch | ||||||||||||||||||||||||||||||||||||
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Dieses Konferenz-Paper erwähnt vermutlich nicht ...
Nicht erwähnte Begriffe | Informatik-Didaktik, Informatik-Unterricht (Fachinformatik) |
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Zeitleiste
10 Erwähnungen
- Computational Thinking Patterns (Andri Ioannidou, Vicki E. Bennett, Alexander Repenning, Kyu Han Koh, Ashok R. Basawapatna) (2011)
- ICER 2013 - International Computing Education Research Conference, ICER '13, La Jolla, CA, USA, August 12-14, 2013 (Beth Simon, Alison Clear, Quintin I. Cutts) (2013)
- The zones of proximal flow - guiding students through a space of computational thinking skills and challenges (Ashok R. Basawapatna, Alexander Repenning, Kyu Han Koh, Hilarie Nickerson) (2013)
- Proceedings of the 11th Workshop in Primary and Secondary Computing Education (WiPSCE 2016) - Münster, Germany, October 13-15, 2016 (Jan Vahrenhold, Erik Barendsen) (2016)
- Drops and Kinks - Modeling the Retention of Flow for Hour of Code Style Tutorials (Alexander Repenning, Ashok R. Basawapatna) (2016)
- Emerging Research, Practice, and Policy on Computational Thinking (Peter J. Rich, Charles B. Hodges) (2017)
- 5. Proto-computational Thinking - The Uncomfortable Underpinnings (Deborah Tatar, Steve Harrison, Michael Stewart, Chris Frisina, Peter Musaeus)
- 16. Assessing Computational Thinking Across the Curriculum (Julie Mueller, Danielle Beckett, Eden Hennessey, Hasan Shodiev)
- 19. Exploring Strengths and Weaknesses in Middle School Students´ Computational Thinking in Scratch (Kevin Lawanto, Kevin Close, Clarence Ames, Sarah Brasiel)
- ICER 2020 - International Computing Education Research Conference, Virtual Event, New Zealand, August 10-12, 2020 (Anthony V. Robins, Adon Moskal, Amy J. Ko, Renée McCauley) (2020)
- WiPSCE '22 - The 17th Workshop in Primary and Secondary Computing Education, Morschach, Switzerland, 31 October 2022 - 2 November 2022 (Mareen Grillenberger, Marc Berges) (2022)
- 11. Quantifying the Corona Effect - How much the pandemic-induced switch from face-to-face to online teaching increased students' self-efficacy - a practical report (Nicolas Fahrni, Alexander Repenning) (2022)
- Past, Present and Future of Computing Education Research (Mikko Apiola, Sonsoles López-Pernas, Mohammed Saqr) (2023)
- A Scientometric Perspective on the Evolution of the SIGCSE Technical Symposium: 1970–2021 (Sonsoles López-Pernas, Mikko Apiola, Mohammed Saqr, Arnold Pears, Matti Tedre)
- Computing Education Research in Baltic Countries (Valentina Dagienė, Mart Laanpere, Juris Borzovs)
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Beat und dieses Konferenz-Paper
Beat hat Dieses Konferenz-Paper während seiner Zeit am Institut für Medien und Schule (IMS) ins Biblionetz aufgenommen. Beat besitzt kein physisches, aber ein digitales Exemplar. Eine digitale Version ist auf dem Internet verfügbar (s.o.).