Cultivating Interest and Competencies in Computing

Cultivating Interest and Competencies in Computing PDF Author: National Academies of Sciences Engineering and Medicine
Publisher:
ISBN: 9780309682152
Category :
Languages : en
Pages :

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Book Description
Computing in some form touches nearly every aspect of day to day life and is reflected in the ubiquitous use of cell phones, the expansion of automation into many industries, and the vast amounts of data that are routinely gathered about people's health, education, and buying habits. Computing is now a part of nearly every occupation, not only those in the technology industry. Given the ubiquity of computing in both personal and professional life, there are increasing calls for all learners to participate in learning experiences related to computing including more formal experiences offered in schools, opportunities in youth development programs and after-school clubs, or self-initiated hands-on experiences at home. At the same time, the lack of diversity in the computing workforce and in programs that engage learners in computing is well-documented. It is important to consider how to increase access and design experiences for a wide range of learners. Authentic experiences in STEM - that is, experiences that reflect professional practice and also connect learners to real-world problems that they care about - are one possible approach for reaching a broader range of learners. These experiences can be designed for learners of all ages and implemented in a wide range of settings. However, the role they play in developing youths' interests, capacities, and productive learning identities for computing is unclear. There is a need to better understand the role of authentic STEM experiences in supporting the development of interests, competencies, and skills related to computing. Cultivating Interest and Competencies in Computing examines the evidence on learning and teaching using authentic, open-ended pedagogical approaches and learning experiences for children and youth in grades K-12 in both formal and informal settings. This report gives particular attention to approaches and experiences that promote the success of children and youth from groups that are typically underrepresented in computing fields. Cultivating Interest and Competencies in Computing provides guidance for educators and facilitators, program designers, and other key stakeholders on how to support learners as they engage in authentic learning experiences.

Cultivating Interest and Competencies in Computing

Cultivating Interest and Competencies in Computing PDF Author: National Academies of Sciences Engineering and Medicine
Publisher:
ISBN: 9780309682152
Category :
Languages : en
Pages :

Get Book Here

Book Description
Computing in some form touches nearly every aspect of day to day life and is reflected in the ubiquitous use of cell phones, the expansion of automation into many industries, and the vast amounts of data that are routinely gathered about people's health, education, and buying habits. Computing is now a part of nearly every occupation, not only those in the technology industry. Given the ubiquity of computing in both personal and professional life, there are increasing calls for all learners to participate in learning experiences related to computing including more formal experiences offered in schools, opportunities in youth development programs and after-school clubs, or self-initiated hands-on experiences at home. At the same time, the lack of diversity in the computing workforce and in programs that engage learners in computing is well-documented. It is important to consider how to increase access and design experiences for a wide range of learners. Authentic experiences in STEM - that is, experiences that reflect professional practice and also connect learners to real-world problems that they care about - are one possible approach for reaching a broader range of learners. These experiences can be designed for learners of all ages and implemented in a wide range of settings. However, the role they play in developing youths' interests, capacities, and productive learning identities for computing is unclear. There is a need to better understand the role of authentic STEM experiences in supporting the development of interests, competencies, and skills related to computing. Cultivating Interest and Competencies in Computing examines the evidence on learning and teaching using authentic, open-ended pedagogical approaches and learning experiences for children and youth in grades K-12 in both formal and informal settings. This report gives particular attention to approaches and experiences that promote the success of children and youth from groups that are typically underrepresented in computing fields. Cultivating Interest and Competencies in Computing provides guidance for educators and facilitators, program designers, and other key stakeholders on how to support learners as they engage in authentic learning experiences.

Learning Science Through Computer Games and Simulations

Learning Science Through Computer Games and Simulations PDF Author: National Research Council
Publisher: National Academies Press
ISBN: 0309212669
Category : Education
Languages : en
Pages : 174

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Book Description
At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.

Computational Thinking Education

Computational Thinking Education PDF Author: Siu-Cheung Kong
Publisher: Springer
ISBN: 9811365288
Category : Education
Languages : en
Pages : 377

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Book Description
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.

How to Raise a Tech Genius

How to Raise a Tech Genius PDF Author: Shahneila Saeed
Publisher: Robinson
ISBN: 1472143639
Category : Computers
Languages : en
Pages : 190

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Book Description
Teach computing concepts without computers! How to Raise a Tech Genius makes the computing curriculum accessible for parents and families. We live in a digital world - one in which our children are surrounded by technology. It's a part of their lives in a way that even the most tech-savvy adults aren't fully able to comprehend. What we do know is that the workplace of tomorrow will require our children to harness the power behind the technology, to be able to understand key concepts and apply them. Logical reasoning, creativity and problem solving are skills that are becoming increasingly essential in the world of work. How can we best prepare our children to enter this world? How to Raise a Tech Genius is a practical book that assumes no prior knowledge or understanding of computing and enables parents to learn skills and concepts alongside their children. The quick, easy and fun fifteen-minute activities within the book have been developed using first-hand teaching expertise and are fully mapped to the computing curriculum taught in schools. From a deck of playing cards to the story books on your bookshelf or even the contents of your fridge, How to Raise a Tech Genius uses everyday objects that can be found around your home to illustrate core computer science concepts. Children and adults alike will enjoying playing games while developing their algorithmic thinking and logical reasoning skills. This book demystifies the computing curriculum for adults, showing parents a whole new side of computing, coding and technology so that they can help their child become a computing genius!

Report of a Workshop on the Pedagogical Aspects of Computational Thinking

Report of a Workshop on the Pedagogical Aspects of Computational Thinking PDF Author: National Research Council
Publisher: National Academies Press
ISBN: 0309214742
Category : Education
Languages : en
Pages : 176

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Book Description
In 2008, the Computer and Information Science and Engineering Directorate of the National Science Foundation asked the National Research Council (NRC) to conduct two workshops to explore the nature of computational thinking and its cognitive and educational implications. The first workshop focused on the scope and nature of computational thinking and on articulating what "computational thinking for everyone" might mean. A report of that workshop was released in January 2010. Drawing in part on the proceedings of that workshop, Report of a Workshop of Pedagogical Aspects of Computational Thinking, summarizes the second workshop, which was held February 4-5, 2010, in Washington, D.C., and focuses on pedagogical considerations for computational thinking. This workshop was structured to gather pedagogical inputs and insights from educators who have addressed computational thinking in their work with K-12 teachers and students. It illuminates different approaches to computational thinking and explores lessons learned and best practices. Individuals with a broad range of perspectives contributed to this report. Since the workshop was not intended to result in a consensus regarding the scope and nature of computational thinking, Report of a Workshop of Pedagogical Aspects of Computational Thinking does not contain findings or recommendations.

Handbook of Research on Equity in Computer Science in P-16 Education

Handbook of Research on Equity in Computer Science in P-16 Education PDF Author: Keengwe, Jared
Publisher: IGI Global
ISBN: 1799847403
Category : Education
Languages : en
Pages : 354

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Book Description
The growing trend for high-quality computer science in school curricula has drawn recent attention in classrooms. With an increasingly information-based and global society, computer science education coupled with computational thinking has become an integral part of an experience for all students, given that these foundational concepts and skills intersect cross-disciplinarily with a set of mental competencies that are relevant in their daily lives and work. While many agree that these concepts should be taught in schools, there are systematic inequities that exist to prevent students from accessing related computer science skills. The Handbook of Research on Equity in Computer Science in P-16 Education is a comprehensive reference book that highlights relevant issues, perspectives, and challenges in P-16 environments that relate to the inequities that students face in accessing computer science or computational thinking and examines methods for challenging these inequities in hopes of allowing all students equal opportunities for learning these skills. Additionally, it explores the challenges and policies that are created to limit access and thus reinforce systems of power and privilege. The chapters highlight issues, perspectives, and challenges faced in P-16 environments that include gender and racial imbalances, population of growing computer science teachers who are predominantly white and male, teacher preparation or lack of faculty expertise, professional development programs, and more. It is intended for teacher educators, K-12 teachers, high school counselors, college faculty in the computer science department, school administrators, curriculum and instructional designers, directors of teaching and learning centers, policymakers, researchers, and students.

Creativity as Progressive Pedagogy: Examinations Into Culture, Performance, and Challenges

Creativity as Progressive Pedagogy: Examinations Into Culture, Performance, and Challenges PDF Author: Raj, Ambika Gopal
Publisher: IGI Global
ISBN: 1799882896
Category : Education
Languages : en
Pages : 413

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Book Description
In every era, global progressive thinkers have used creativity as a means for cultural reformation and social justice in response to oppressive regimes. For example, theater, cartoons, social art, film, and other forms of representative arts have always been used as critical instigation to create agency or critical commentary on current affairs. In the education sector, teachers in schools often say one of two things: they are not creative or that they don't have the time to be creative given the curricular demands and administrative mandates that they are required to follow. Each day, educators are working to find exceptionally creative ways to engage their students with limited resources and supplies, and this becomes even more of a challenge during turbulent times. Creativity as Progressive Pedagogy: Examinations Into Culture, Performance, and Challenges primarily focuses on pedagogical creativity and culture as related to various aspects of social justice and identity. This book presents experience-based content and showcases the necessity for pedagogical creativity to give students agency and the connections between cultural sensitivity and creativity. Covering topics such as the social capital gap, digital spaces, and underprivileged students, this book is an indispensable resource for educators in both K-12 and higher education, administrators, researchers, faculty, policymakers, leaders in education, pre-service teachers, and academicians.

Learner-Centered Design of Computing Education

Learner-Centered Design of Computing Education PDF Author: MARK GUZDIAL
Publisher: Springer Nature
ISBN: 3031022165
Category : Computers
Languages : en
Pages : 147

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Book Description
Computing education is in enormous demand. Many students (both children and adult) are realizing that they will need programming in the future. This book presents the argument that they are not all going to use programming in the same way and for the same purposes. What do we mean when we talk about teaching everyone to program? When we target a broad audience, should we have the same goals as computer science education for professional software developers? How do we design computing education that works for everyone? This book proposes use of a learner-centered design approach to create computing education for a broad audience. It considers several reasons for teaching computing to everyone and how the different reasons lead to different choices about learning goals and teaching methods. The book reviews the history of the idea that programming isn't just for the professional software developer. It uses research studies on teaching computing in liberal arts programs, to graphic designers, to high school teachers, in order to explore the idea that computer science for everyone requires us to re-think how we teach and what we teach. The conclusion describes how we might create computing education for everyone.

Education for Life and Work

Education for Life and Work PDF Author: National Research Council
Publisher: National Academies Press
ISBN: 0309256496
Category : Education
Languages : en
Pages : 203

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Book Description
Americans have long recognized that investments in public education contribute to the common good, enhancing national prosperity and supporting stable families, neighborhoods, and communities. Education is even more critical today, in the face of economic, environmental, and social challenges. Today's children can meet future challenges if their schooling and informal learning activities prepare them for adult roles as citizens, employees, managers, parents, volunteers, and entrepreneurs. To achieve their full potential as adults, young people need to develop a range of skills and knowledge that facilitate mastery and application of English, mathematics, and other school subjects. At the same time, business and political leaders are increasingly asking schools to develop skills such as problem solving, critical thinking, communication, collaboration, and self-management - often referred to as "21st century skills." Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century describes this important set of key skills that increase deeper learning, college and career readiness, student-centered learning, and higher order thinking. These labels include both cognitive and non-cognitive skills- such as critical thinking, problem solving, collaboration, effective communication, motivation, persistence, and learning to learn. 21st century skills also include creativity, innovation, and ethics that are important to later success and may be developed in formal or informal learning environments. This report also describes how these skills relate to each other and to more traditional academic skills and content in the key disciplines of reading, mathematics, and science. Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century summarizes the findings of the research that investigates the importance of such skills to success in education, work, and other areas of adult responsibility and that demonstrates the importance of developing these skills in K-16 education. In this report, features related to learning these skills are identified, which include teacher professional development, curriculum, assessment, after-school and out-of-school programs, and informal learning centers such as exhibits and museums.

Handbook of Research on Credential Innovations for Inclusive Pathways to Professions

Handbook of Research on Credential Innovations for Inclusive Pathways to Professions PDF Author: Huang, Yi
Publisher: IGI Global
ISBN: 1799838218
Category : Education
Languages : en
Pages : 492

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Book Description
With increasingly interconnected educational and employment ecosystems, credential innovations are trailblazing multiple pathways to professions at a pivotal moment of rapid change. In the current state of credential proliferation, the quest for simultaneous improvement of quality and value reflects heightened cross-sector interests, while at the same time the quest for concurrent enhancement of access and success remains. With the evolving educational models, technologies, and organizations, credential innovations will continue to serve as powerful catalysts in realizing the great promise for inclusive pathways to professions. The Handbook of Research on Credential Innovations for Inclusive Pathways to Professions surveys the state of credential innovations, examines trends and issues, and explores models and strategies with case studies across sectors and disciplines. The 21 chapters are organized in three sections. Section I, Credential Innovations Amid Evolving Ecosystems, features a powerful array of change theories-in-action with topics ranging from conceptual re-visioning to organizational restructuring and programmatic reengineering within evolving ecosystems. Section II, Credential Innovations and Propositions Across Sectors, spotlights diverse approaches to and propositions of credentials within complex socio-economic landscapes across education, business, and technology industries. Section III, Credential Innovation Models and Strategies, showcases institutional innovations ranging from model developments, pedagogical approaches, and personalized engagements to outcome measurements and strategies for sustainable implementation. Lessons learned and implications are explored to share promising practices, inform current development, and influence future policies toward inclusive excellence in education and the workplace.