Programming in the Primary Grades

Programming in the Primary Grades
Author: Sam Patterson
Publisher: Rowman & Littlefield
Total Pages: 121
Release: 2016-04-08
Genre: Education
ISBN: 1475825455

Programming in the Primary Grades demystifies teaching core content through programming. Without becoming a step by step guide, the text helps teachers visualize and implement learning activities that build on the engagement and excitement students’ experience when they are programming. While the focus of the book is programming, it isn’t about the technology. Dr. Patterson helps teachers visualize and plan engaging and empowering lessons that use programming as a way for students to share their developing understanding of a subject. Whether you have no tech or a full one to one program, Programming in the Primary Grades will get you programming with your kids in no time.

Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom

Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 969
Release: 2021-07-16
Genre: Education
ISBN: 1668424126

The education system is constantly growing and developing as more ways to teach and learn are implemented into the classroom. Recently, there has been a growing interest in teaching computational thinking with schools all over the world introducing it to the curriculum due to its ability to allow students to become proficient at problem solving using logic, an essential life skill. In order to provide the best education possible, it is imperative that computational thinking strategies, along with programming skills and the use of robotics in the classroom, be implemented in order for students to achieve maximum thought processing skills and computer competencies. The Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom is an all-encompassing reference book that discusses how computational thinking, programming, and robotics can be used in education as well as the benefits and difficulties of implementing these elements into the classroom. The book includes strategies for preparing educators to teach computational thinking in the classroom as well as design techniques for incorporating these practices into various levels of school curriculum and within a variety of subjects. Covering topics ranging from decomposition to robot learning, this book is ideal for educators, computer scientists, administrators, academicians, students, and anyone interested in learning more about how computational thinking, programming, and robotics can change the current education system.

Teaching Coding in K-12 Schools

Teaching Coding in K-12 Schools
Author: Therese Keane
Publisher: Springer Nature
Total Pages: 420
Release: 2023-02-27
Genre: Education
ISBN: 3031219708

This book contains highly effective ways to teach coding and computational thinking skills throughout primary and secondary schooling. It outlines a research informed path for students from birth to 18 years, identifying key skills and learning activities. Based on global perspectives and research at each stage, it outlines how these findings can be applied in the classroom. Teaching coding to students in K-12 has been a skillset that has been debated across educational jurisdictions globally for some time. The book provides examples of schools that are teaching coding to students in engaging and relevant ways, delivering well thought out compulsory curriculums. Additionally, it provides examples of schools where coding is not mandated in the curriculum and is taught in an ad-hoc manner. Through the full discussion of all of these varied examples, the book presents both sides of the serious and ongoing debate in the field as to whether coding should be taught in an explicit way at all. The increasing school of thought that teaching coding is a skill that is already obsolete, and the focus should be on computational thinking is completely examined and presented. In this book, both sides of the argument, as well as the specific, meticulous research underlying each side, are given equal weight. The debate is a serious one and requires a clearly defined thematic response with evidence on all sides of the argument presented rationally. This book does just that. Created by carefully selected authors from around the world, it will be a highly studied research reference.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 1971
Release: 2021-11-26
Genre: Education
ISBN: 1668437112

Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Teaching Computational Thinking in Primary Education

Teaching Computational Thinking in Primary Education
Author: Ozcinar, Huseyin
Publisher: IGI Global
Total Pages: 357
Release: 2017-10-31
Genre: Education
ISBN: 1522532013

Computational technologies have been impacting human life for years. Teaching methods must adapt accordingly to provide the next generation with the necessary knowledge to further advance these human-assistive technologies. Teaching Computational Thinking in Primary Education is a crucial resource that examines the impact that instructing with a computational focus can have on future learners. Highlighting relevant topics that include multifaceted skillsets, coding, programming methods, and digital games, this scholarly publication is ideal for educators, academicians, students, and researchers who are interested in discovering how the future of education is being shaped.

Kindercoding Unplugged

Kindercoding Unplugged
Author: Deanna Pecaski McLennan
Publisher: Redleaf Press
Total Pages: 246
Release: 2020-08-11
Genre: Education
ISBN: 1605547107

Kindergarten teacher Deanna Pecaski McLennan, PhD, takes readers on a journey through her own kindergarten classroom and how she’s actively cultivating computational thinking in her students through a Reggio Emilia lens and emergent curriculum. Using photos, vignettes, narrative, and more than eighty unplugged coding activities, this book will help readers better understand what coding is and how they can begin to implement easy and developmentally appropriate coding games and activities into their early childhood programs.

Computational Thinking Education

Computational Thinking Education
Author: Siu-Cheung Kong
Publisher: Springer
Total Pages: 377
Release: 2019-07-04
Genre: Education
ISBN: 9811365288

This This book is open access under a CC BY 4.0 license.This book offers a comprehensive guide, covering every important aspect of computational thinking education. It provides an in-depth discussion of computational thinking, including the notion of perceiving computational thinking practices as ways of mapping models from the abstraction of data and process structures to natural phenomena. Further, it explores how computational thinking education is implemented in different regions, and how computational thinking is being integrated into subject learning in K-12 education. In closing, it discusses computational thinking from the perspective of STEM education, the use of video games to teach computational thinking, and how computational thinking is helping to transform the quality of the workforce in the textile and apparel industry.

Coding Literacy

Coding Literacy
Author: Annette Vee
Publisher: MIT Press
Total Pages: 375
Release: 2017-07-28
Genre: Computers
ISBN: 0262340240

How the theoretical tools of literacy help us understand programming in its historical, social and conceptual contexts. The message from educators, the tech community, and even politicians is clear: everyone should learn to code. To emphasize the universality and importance of computer programming, promoters of coding for everyone often invoke the concept of “literacy,” drawing parallels between reading and writing code and reading and writing text. In this book, Annette Vee examines the coding-as-literacy analogy and argues that it can be an apt rhetorical frame. The theoretical tools of literacy help us understand programming beyond a technical level, and in its historical, social, and conceptual contexts. Viewing programming from the perspective of literacy and literacy from the perspective of programming, she argues, shifts our understandings of both. Computer programming becomes part of an array of communication skills important in everyday life, and literacy, augmented by programming, becomes more capacious. Vee examines the ways that programming is linked with literacy in coding literacy campaigns, considering the ideologies that accompany this coupling, and she looks at how both writing and programming encode and distribute information. She explores historical parallels between writing and programming, using the evolution of mass textual literacy to shed light on the trajectory of code from military and government infrastructure to large-scale businesses to personal use. Writing and coding were institutionalized, domesticated, and then established as a basis for literacy. Just as societies demonstrated a “literate mentality” regardless of the literate status of individuals, Vee argues, a “computational mentality” is now emerging even though coding is still a specialized skill.

Coding in Primary School

Coding in Primary School
Author: Paolo Cardini
Publisher:
Total Pages: 206
Release: 2020-07-06
Genre:
ISBN:

CODING in Primary School is a handbook to learn techniques of teaching Coding to primary or elementary school students. In short, after carefully reading and studying this book pages, you should be able to plan a series of lessons in order to help your students to apply the fundamentals of Information Technology through the creation of small computer programs. Therefore, it is a book addressed to teachers, educators, parents and all the people believing in an educational value of Information Technology for new generations, but without relying in a senseless way on the most ordinary forms of mythology of the "digital native" according to which the child is born already knowing how to use a computer.And not only for professionals and IT experts. This is a useful (we hope so!) and operational tool also for people that do not know coding techniques and, with a great sense of responsibility, wish to start a training path before entering the classroom.In order to achieve these goals, CODING in Primary School has been divided in 4 Modules and 10 Chapters, corresponding at the10 teaching units into which the introductory course in coding is divided. This according to an outline that reflects the gradual evolution of the child thought in function of some essential categories of logic, Mathematics and Geometry. Module 1 - First lines of code. It introduces some preliminary concepts to Coding such as that one of "The dialogue with machines" (Chpt. 1), the difference between right and left (Chpt. 2) and child ability to make a first very important effort of abstraction: imagine himself/herself in the shoes of someone else. (Chpt. 3). Module 2 - ABC of Information Technology. It provides an overview of the fundamentals of coding and their relationship with the development of logical thinking and child's ability to summarize, such as the concepts of algorithm (Chpt. 4) and loop (Chpt. 5). Module 3 - Abstract, but not too much. It focuses on some abstract essential concepts to represent and manage elements in a space, like rotation angle (Chpt. 6) and conditional clauses "IfElse" (Chpt. 7). Module 4 - Creative coding. It provides instructions necessary to the application of Coding principles aimed at creating stories (Chpt. 8), video-games (Chpt. 9) and digital environment (Chpt. 10) through the tools described and proposed in the whole handbook (Code.org, Scratch and Minecraft Education Edition).