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Coding as a Playground, Second Edition focuses on how young
children (aged 7 and under) can engage in computational thinking
and be taught to become computer programmers, a process that can
increase both their cognitive and social-emotional skills. Learn
how coding can engage children as producers-and not merely
consumers-of technology in a playful way. You will come away from
this groundbreaking work with an understanding of how coding
promotes developmentally appropriate experiences such as
problem-solving, imagination, cognitive challenges, social
interactions, motor skills development, emotional exploration, and
making different choices. Featuring all-new case studies,
vignettes, and projects, as well as an expanded focus on teaching
coding as a new literacy, this second edition helps you learn how
to integrate coding into different curricular areas to promote
literacy, math, science, engineering, and the arts through a
project-based approach and a positive attitude to learning.
Coding as a Playground, Second Edition focuses on how young
children (aged 7 and under) can engage in computational thinking
and be taught to become computer programmers, a process that can
increase both their cognitive and social-emotional skills. Learn
how coding can engage children as producers-and not merely
consumers-of technology in a playful way. You will come away from
this groundbreaking work with an understanding of how coding
promotes developmentally appropriate experiences such as
problem-solving, imagination, cognitive challenges, social
interactions, motor skills development, emotional exploration, and
making different choices. Featuring all-new case studies,
vignettes, and projects, as well as an expanded focus on teaching
coding as a new literacy, this second edition helps you learn how
to integrate coding into different curricular areas to promote
literacy, math, science, engineering, and the arts through a
project-based approach and a positive attitude to learning.
With the advent of the digital age, research on the psychological
impact of youth engagement with technology has surged. New
technologies have often taken the blame for promoting negative (and
potentially dangerous) youth experiences, such as cyber-bullying,
sexual predation, privacy invasion, addiction to videogames, and
exposure to violence. For many children and adolescents, however,
digital media and technology provide positive ways to express
identity, communicate with peers, and engage in civic activities
across communities.
Based on over a decade and a half of research, Designing Digital
Experiences for Positive Youth Development aims to guide readers in
the design of digital technologies to promote positive behaviors in
children and teenagers. Highlighting the positive impact of new
technologies in various domains across the developmental span, from
early childhood to late adolescence, the book explores how young
people are using technology today, how these experiences influence
different age groups and domains, and how mastering technological
literacy can lead to confidence, competence, and developmental
growth. Following this exploration, the author presents her own
theoretical framework (coined Positive Technological Development,
or PTD) for designing and evaluating programs to support children
and teenager's positive uses of technology. Each chapter is
supplemented with vignettes describing, from a developmental
perspective, the diverse experiences of today's youth with current
technology. Case studies are then presented that illustrate how PTD
has effectively informed the design of educational programs.
Offering a fresh perspective that bridges digital media and youth
development models, this book will be an important resource for
educators, policy makers, mental health professionals, as well as
researchers interested in child development, psychology and
learning technologies.
ScratchJr is a free, introductory computer programming language
that runs on iPads, Android tablets, Amazon tablets, and
Chromebooks. Inspired by Scratch, the wildly popular programming
language used by millions of children worldwide, ScratchJr helps
even younger kids create their own playful animations, interactive
stories, and dynamic games. The Official ScratchJr Book is the
perfect companion to this free app and makes coding easy and fun
for all. Kids learn to program by connecting blocks of code to make
characters move, jump, dance, and sing. Each chapter includes
several activities that build on one another, culminating in a fun
final project. These hands-on activities help kids develop
computational-thinking, problem-solving, and design skills. In each
activity, you ll find: Step-by-step, easy-to-follow directions Ways
to connect the activity with literacy and math concepts Tips for
grown-ups and teachers Creative challenges to take the learning
further By the end of the bo
The ScratchJr Coding Cards are a deck of 75 activity cards covering
fun and exciting projects designed to educate young children with
the visual programming language, ScratchJr. ScratchJr is a free,
introductory computer programming language that runs on iPads,
Android tablets, Amazon tablets, and Chromebooks. Derived from
Scratch, the wildly popular programming language used by millions
of kids worldwide, ScratchJr helps even younger children (5 to 7
years old) create their own playful animations, interactive
stories, and dynamic games. The ScratchJr Coding Cards encourage
kids to think creatively and systematically while developing
computational thinking skills. Kids will learn powerful ideas about
computer science by using ScratchJr programming blocks to make
characters move, jump, dance, sing, and more. As they work through
the deck, they will become creative thinkers and problem solvers.
Written by the ScratchJr co-creator, Prof. Marina Umaschi Bers, and
Dr. Amanda Sullivan, the exercises in ScratchJr Coding Cards will
encourage kids to develop coding skills as well as foundational
concepts for literacy, math, planning, and problem-solving, all
while having fun. The cards are created using the pedagogical
approach developed by Prof. Bers to teach coding in a playful way
to young children.
Research shows that attitudes about science, math, and technology
start to form during the early schooling years. This pioneering
book shows how to successfully use technology in the early
childhood classroom. Grounded in a constructivist approach to
teaching and learning, the author focuses on robotic manipulatives
that allow children to explore complex concepts in a concrete and
fun way. At the same time, she examines how this technology engages
sensorimotor and socioemotional skills, which are fundamental for
the healthy development of young children.
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