2014
DOI: 10.7551/mitpress/9992.001.0001
|View full text |Cite
|
Sign up to set email alerts
|

Connected Code

Abstract: Why every child needs to learn to code: the shift from “computational thinking” to computational participation. Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage “computational thinking”—which has now become the umbrella term for understanding what computer science has to contribute to reasoning and commun… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

1
59
0
3

Year Published

2015
2015
2022
2022

Publication Types

Select...
8
1

Relationship

1
8

Authors

Journals

citations
Cited by 240 publications
(63 citation statements)
references
References 0 publications
1
59
0
3
Order By: Relevance
“…Gee (2013) offered a framework in understanding how game environments, such as those found in online coding apps Code.org and Scratch (scratch.mit.edu), assist in learning noting that video gaming itself is a form of literacy. He referred to a "good" game environment as one that enables and reinforces learning, active exploration, and player autonomy, which a coding app such as Scratch allows due to the open-ended nature and full user control (Hagge, 2017;Kafai & Burke, 2014;Thompson, et al, 2018). Table 1 provides a brief summary of this framework, featuring those principles most pertinent to the current study.…”
Section: Theoretical Frameworkmentioning
confidence: 99%
See 1 more Smart Citation
“…Gee (2013) offered a framework in understanding how game environments, such as those found in online coding apps Code.org and Scratch (scratch.mit.edu), assist in learning noting that video gaming itself is a form of literacy. He referred to a "good" game environment as one that enables and reinforces learning, active exploration, and player autonomy, which a coding app such as Scratch allows due to the open-ended nature and full user control (Hagge, 2017;Kafai & Burke, 2014;Thompson, et al, 2018). Table 1 provides a brief summary of this framework, featuring those principles most pertinent to the current study.…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…MIT Media Lab, n.d. -a;Peppler, Santo, Gresalfi, & Tekinbas, 2014). This allows students to move beyond receivers of knowledge to producers of knowledge, a higher-order thinking skill (Kafai & Burke, 2014;Krathwohl, 2002;Lee, 2011). Additionally, deeper literacy practices are experienced.…”
Section: Review Of Literaturementioning
confidence: 99%
“…Scratch intends to back up the programming education of children between 8 and 16 years. Studies, on the other hand, suggest that Scratch can also be employed in different age groups (Kafai and Burke, 2014). It aims to design an active online community who can design, share, discuss and combine the projects (Resnick et al, 2009).…”
Section: Conceptual Frameworkmentioning
confidence: 99%
“…Allowing students ample opportunities to develop and practice skills that have been taught is an essential component of delivering effective instruction. With that said, it is important to balance explicit instruction of discrete skills with open-ended inquiry for students to have the opportunity to use skills learned through explicit instruction to engage in open-ended, problem-solving computing tasks (Israel et al, 2015; Kafai & Burke, 2014).…”
Section: Strategies That Increase Access and Engagement In Computing mentioning
confidence: 99%