Teaching coding in K-12 schools : research and application /
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Corporate Author: | |
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Other Authors: | , |
Format: | Electronic eBook |
Language: | English |
Published: |
Cham, Switzerland :
Springer,
[2023]
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Subjects: | |
Online Access: | Connect to this title online (unlimited simultaneous users allowed; 325 uses per year) |
Table of Contents:
- Intro
- Foreword
- Contents
- About the Editors and Contributors
- Editors
- Contributors
- Chapter 1: Introduction: The Need for Programming and Computational Thinking from Early Childhood Education Through to Secondary Schooling
- 1.1 Early Childhood Education
- 1.2 Elementary/Primary School
- 1.3 High/Secondary School
- 1.4 Final Words from the Editors
- Reference
- Part I: Early Childhood Education
- Chapter 2: Children (Aged 3-5 Years) Learning Mathematics Through Programming, Thinking and Doing, or Just Doing?
- 2.1 Introduction
- 2.2 Research on Young Children and Programming
- 2.3 The Role of the Preschool Teacher
- 2.4 Project: Learning Mathematics Through Programming
- 2.4.1 Designing the Activities
- 2.5 Thinking and Doing, or Just Doing?
- 2.6 Conclusion
- References
- Chapter 3: Teaching Coding in Kindergarten: Supporting Students' Activity with Robot Coding Toys
- 3.1 Introduction
- 3.2 Local Vignette of Coding in Kindergarten
- 3.2.1 Tasks for Introducing a Robot Coding Toy: Learning Codes and Sequencing Codes
- 3.2.2 Debugging a Buggy Program: What Happened?
- 3.3 Key Findings
- 3.3.1 Design Elements for Robot Coding Toy Tasks
- 3.3.1.1 Introductory Tasks Focused on Context Proficiencies
- 3.3.1.2 Tasks for CT Strategies
- 3.3.1.3 Tasks for Play
- 3.3.2 Design Elements for Robot Coding Toy Instructional Practices
- 3.3.3 Design Elements for Leveraging or Supplementing the Robot Coding Toy's Features
- 3.4 Evidence of Mastery
- 3.5 Facilitating Resources
- References
- Chapter 4: Programming Environments for the Development of Computational Thinking in Preschool Education: A Systematic Literature Review
- 4.1 Introduction
- 4.2 Methodology
- 4.2.1 Databases
- 4.2.2 Inclusion and Exclusion Criteria
- 4.2.3 Systematic Review Process
- 4.2.4 Data Analyses
- 4.3 Educational Programming Environments for Preschoolers
- 4.3.1 Logo Family Programming Environments
- 4.3.1.1 Roamers
- 4.3.1.2 Software Roamers
- 4.3.2 Visual Programming Environments
- 4.3.3 Commercial Programming Learning Environments for Entertainment Purposes
- 4.3.4 Physical Computing Environments
- 4.3.4.1 Educational Robotics Environments
- 4.3.5 Miscellaneous Unplugged Applications and Environments
- 4.4 Discussion
- References
- Part II: Elementary/Primary School
- Chapter 5: Developing Computational Fluency via Multimedia Stories
- 5.1 Introduction
- 5.1.1 Becoming Fluent in a Language: The Role of Reading
- 5.2 Local School Context
- 5.2.1 The Longitudinal Research Project
- 5.3 The Role of Structured Activities in Developing Computational Fluency
- 5.3.1 The "Pass-It-On" Activity
- 5.4 Collected Data and Key Findings
- 5.5 Conclusions
- 5.6 Facilitating Diagram
- 5.7 Links
- References
- Chapter 6: Scaffolding Engagement with Educational Technologies to Develop Computational Thinking in Year 1 Girls
- 6.1 Introduction
- 6.2 Background