Teacher Transformations in Developing Computational Thinking: Gaming and Robotics Use in After-School Settings

  • Buss A
  • Gamboa R
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Abstract

This book reports on research and practice on computational thinking and the effect it is having on education worldwide, both inside and outside of formal schooling. With coding becoming a required skill in an increasing number of national curricula (e.g., the United Kingdom, Israel, Estonia, Finland), the ability to think computationally is quickly becoming a primary 21st century "basic" domain of knowledge. The authors of this book investigate how this skill can be taught and its resultant effects on learning throughout a student's education, from elementary school to adult learning. Part1. K-12 Education -- Chapter1. Learning computational skills in ucode@uwg:challenges and recommendations -- Chapter2. Making computer science attractive to high school girls with computational thinking approaches:a case study. -- Chapter3. Understanding african-american students' problem-solving ability in the pre-calculus and advanced placement computer science classroom -- Chapter4. Computational thinking as an interdisciplinary approach to computer science school curricula:computer scientific reasoning in the medical curriculum -- Chapter5. Proto-computational Thinking: the Uncomfortable Underpinnings -- Part2. Higher Education -- Chapter6. Medical computational thinking: computer scientific reasoning in the medical curriculum -- Chapter7. Integrating computational thinking in discrete structures -- Chapter8. A computational approach to learning programming using visual programming in a developing country university -- Chapter9. Creating and evaluating a visual programming course based on student experience -- Chapter10. Using model-based learning to promote computational thinking education -- Part3. Teacher Development -- Chapter11. Teaching computational thinking patterns in rural communities -- Chapter12. Teacher transformations in developing computational thinking gaming and robotics use in after-school settings -- Chapter13. Computational thinking in teacher education -- Chapter14. Computational thinking conceptions and misconceptions:progression of preservice teacher thinking during computer science lesson planning -- Chapter15. The code abc mooc experiences from a coding and computational thinking mooc for finnish primary school teachers -- Chapter16. Assessing computational thinking across the curriculum -- Chapter17. Assessing algorithmic & computational thinking in k-12 lessons from a middle school classroom -- Chapter18. Principles of computational thinking tools -- Chapter19. Exploring strengths and weaknesses in middle school students' computational thinking in scratch -- Chapter20. Measuring computational thinking development with the fun! Tool -- Chapter21. Reenergizing cs0 in china -- Chapter22. Computational thinking:efforts in korea -- Chapter23. A future-focused education:designed to create the innovators of tomorrow -- Chapter24. Computational participation teaching kids to create and connect through code.

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Buss, A., & Gamboa, R. (2017). Teacher Transformations in Developing Computational Thinking: Gaming and Robotics Use in After-School Settings. In Emerging Research, Practice, and Policy on Computational Thinking (pp. 189–203). Springer International Publishing. https://doi.org/10.1007/978-3-319-52691-1_12

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