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Cultivating Interest and Competencies in Computing - Authentic Experiences and Design Factors (Paperback)
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Cultivating Interest and Competencies in Computing - Authentic Experiences and Design Factors (Paperback)
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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. Table of Contents Front Matter
Summary 1 Introduction 2 Barriers and Supports for Learners in
Computing 3 How Learning Happens in Authentic Experiences for
Computing 4 Authentic Experiences for Computing: Reviewing the
Impact 5 Learning Spaces Outside of School Time 6 Computing
Experiences in Schools 7 Designing Authentic Experiences for
Computing 8 Conclusions, Recommendations, and Research Agenda
References Appendix A: Search Strategy and Data Coding Appendix B:
Committee and Staff Biographies
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