Computers and Exploratory Learning


Book Description

Computers are playing a fundamental role in enhancing exploratory learning techniques in education. This volume in the NATO Special Programme on Advanced Educational Technology covers the state of the art in the design and use of computer systems for exploratory learning. Contributed chapters treat principles, theory, practice, and examples of some of the best contemporary computer-based learning environments: Logo, Boxer, Microworlds, Cabri-Géomètre, Star Logo, Table Top, Geomland, spreadsheets, Function Machines, and others. Emphasis is on mathematics and science education. Synthetic chapters provide an overview of the current scene in computers and exploratory learning, and analyses from the perspectives of epistemology, learning, and socio-cultural studies.




Mindstorms


Book Description

In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.




Computers and Exploratory Learning


Book Description

Computers are playing a fundamental role in enhancing exploratory learning techniques in education. This volume in the NATO Special Programme on Advanced Educational Technology covers the state of the art in the design and use of computer systems for exploratory learning. Contributed chapters treat principles, theory, practice, and examples of some of the best contemporary computer-based learning environments: Logo, Boxer, Microworlds, Cabri-Géomètre, Star Logo, Table Top, Geomland, spreadsheets, Function Machines, and others. Emphasis is on mathematics and science education. Synthetic chapters provide an overview of the current scene in computers and exploratory learning, and analyses from the perspectives of epistemology, learning, and socio-cultural studies.




Exploratory Programming for the Arts and Humanities


Book Description

A book for anyone who wants to learn programming to explore and create, with exercises and projects to help the reader learn by doing. This book introduces programming to readers with a background in the arts and humanities; there are no prerequisites, and no knowledge of computation is assumed. In it, Nick Montfort reveals programming to be not merely a technical exercise within given constraints but a tool for sketching, brainstorming, and inquiring about important topics. He emphasizes programming's exploratory potential—its facility to create new kinds of artworks and to probe data for new ideas. The book is designed to be read alongside the computer, allowing readers to program while making their way through the chapters. It offers practical exercises in writing and modifying code, beginning on a small scale and increasing in substance. In some cases, a specification is given for a program, but the core activities are a series of “free projects,” intentionally underspecified exercises that leave room for readers to determine their own direction and write different sorts of programs. Throughout the book, Montfort also considers how computation and programming are culturally situated—how programming relates to the methods and questions of the arts and humanities. The book uses Python and Processing, both of which are free software, as the primary programming languages.




The Cambridge Handbook of Computing Education Research


Book Description

This is an authoritative introduction to Computing Education research written by over 50 leading researchers from academia and the industry.




The Passion-Driven Classroom


Book Description

Join The Passion-Driven Classroom Summer Book Club on the Curriculum 21 Ning! Discover ways to cultivate a thriving and passionate community of learners – in your classroom! In this book, educators and consultants Angela Maiers and Amy Sandvold show you how to spark and sustain your students’ energy, excitement, and love of learning. This book presents ideas for planning and implementing a Clubhouse Classroom, where passion meets practice every day. In the Clubhouse Classroom, students learn new skills and explore their talents with the help of educators who are invigorated by the subjects they teach. Contents include: Achievement Gap or Passion Gap? A Passion-Driven Classroom: The Essentials Organizing the Clubhouse Classroom Managing the Clubhouse Classroom Learn how to move away from prescription-driven learning toward passion-driven learning, and begin to make a real difference in the lives of your students. These strategies will help teachers in Grades K-12 put the "heart" back into teaching and learning – and make a lasting impact as educators!







Informatics Education - The Bridge between Using and Understanding Computers


Book Description

This book constitutes the refereed proceedings of the International Conference on Informatics in Secondary Schools - Evolution and Perspectives, ISSEP 2006, held in Vilnius, Lithuania in November 2006. The 29 revised full papers presented were carefully reviewed and selected from 204 submissions. A broad variety of topics related to teaching informatics in secondary schools is addressed.




Computer Supported Education


Book Description

This book constitutes selected, revised and extended papers from the 13th International Conference on Computer Supported Education, CSEDU 2021, held as a virtual event in April 2021. The 27 revised full papers were carefully reviewed and selected from 143 submissions. They were organized in topical sections as follows: artificial intelligence in education; information technologies supporting learning; learning/teaching methodologies and assessment; social context and learning environments; ubiquitous learning; current topics.




Computer Assisted Learning


Book Description

This volume contains a selection of the best papers from the Computer Assisted Learning '91 Symposium. It includes research on a wide range of topics related to computers and learning with an emphasis on hard research evidence and innovative explorations.