Family Creative Learning Workshop Derek Breen
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Monday 17 July Tuesday 18 July Wednesday 19 July
Monday 17 July Ateliers #Supercodeurs - Cap Sciences (Orange side event) (Bruno Aujard) 10:00 AM-12:30 PM CapScience Arbalet Frontage: Outdoor coding session on a pixelated building facade (Yoan Mollard) 10:00 PM (!) Building A1 of University of Bordeaux Tuesday 18 July Masterclass Beetleblocks (Bernat Romagosa; Jens Mönig) 10:00 AM-04:00 PM Eirlab (ENSEIRB- Matmeca) Décodons le numérique (Wolfgang Slany; Mags Amond; Susan Ettenheim; Jeffrey Nichols; Thierry Viéville and others) 10:00 AM-12:30 PM Auditorium • Enseigner la programmation sans infrastructure d'école, en utilisant les smartphones des adolescents ! (Wolfgang Slany) 10:00 AM-12:30 PM Lecture room 1 • Piou, piou - Introducing semi-conductor circuits! (Mags Amond) 10:00 AM-12:30 PM Lecture Room 2 • Coding and Stitching (Susan Ettenheim) 10:00 AM-12:30 PM Auditorium • Scratching Beneath the Surface of the Syrian Refugee Crisis (Andrew Stone; Jeffrey Nichols) 10:00 AM-12:30 PM Ateliers #Supercodeurs - Cap Sciences (Orange side event) (Bruno Aujard) 10:00 AM-12:30 PM CapScience Preconference Robotics in Education 01:45 PM-05:05 PM Auditorium ENSEIRB Opening Reception 06:00 PM-10:00 PM CapScience • Digital Enlightenment - live making of a lightart installation (Uwe Geisler) 07:00 PM-07:15 PM Auditorium CapScience • Welcome (Alain Turby) 07:30 PM-07:40 PM • Orange (Yves Boillot) 07:40 PM-07:50 PM • International Mars Mission (Francesco Mondada) 07:50 PM-08:00 PM • Blocks Programming in VR and AR (Evelyn Eastmond) 08:00 PM-08:20 PM • Scratch Tales (Joek van Montfort; Genevieve Smith-Nunes; -
Überlegungen Digitaler Und Informatischer Kompetenzen
1 Überlegungen zu einer methodisch-didaktisch wohldurchdachten, standortbezogenen, zielführenden und kindgemäßen Vermittlung digitaler und informatischer Kompetenzen 4.0 2020, CC - BY - 4.0 Heerdegen-Leitner Maria NTS 4 – GTNMS / 1040 Wien,Schäffergasse 3 https://creativecommons.org/licenses/by/4.0/legalcode.de 2 Teil A Didaktisches Konzept 1. Fehlentwicklung des Informatikunterrichts - Informatikunterricht ist keine Fahrschule für den Computer [1] Es soll hier ein Weg aufgezeigt werden, wie tradierter, ECDL-gefügiger „Informatikunterricht“ überwunden werden kann und zu Sach-, Methoden-, Sozial-, Selbst- und Medienkompetenz führen kann. Eine Didaktik der Schulinformatik beschäftigt sich mit der Frage, wie der kreative Kern des Fachs Informatik vermittelt werden kann. Der Informatikdidaktiker Roland Mittermeier meint: "Wir brauchen mehr Konzepte, die die kreativitätsfördernden Inhalte des Fachs Informatik in den Vordergrund rücken - die also auf das so genannte 'computational thinking' abzielen. Letztlich wird es wohl darum gehen, IKT-Anwendungskompetenzen mit technischen und kreativen Fähigkeiten zu einem adäquaten Mix für den Informatikunterricht zusammenzuführen." [2] „Informatik ist kein Lern- und Prüfstoff. Informatik ist ein Gebiet das durchwandert und erarbeitet werden will“, so Roland Mittermeier. [3] Mittermeier formuliert weiter, dass jene die nur Anwendung und Skills sehen, den Bildungsauftrag der Schule übersehen. „Schule soll nicht SkillTraining sein. Schule will Bildung vermitteln. Mit ungelernten Office-Hilfsarbeitern und -
Snap! Block Programming for Kids …And Parents
Snap! Block programming for kids …and parents Grzegorz Posyniak SAP Inside Track Walldorf: January, 13th 2018 – #sitwdf #sitkids Playing an instrument or coding? Why? • It is not about: • making kids “computer literate” • making kids into hard-working little app developers • raising the next generation of Silicon Valley entrepreneurs • It is about: • training and experience in problem solving • training and experience in breaking big project down to the minute tasks that, when put together, are what make it work • natural reality check: interpreters and compilers are unforgiving Block-based programming languages • visualizing the structure of control blocks • flow of algorithms • colorful • fun • easy to use • give an immediate feedback ideal motivation booster Snap! http://snap.berkeley.edu/ • ready-to-use block-based programming environment • web browser based, pure HTML Canvas and JavaScript • uses modern and open JavaScript application servers • free (libre), open-source • free cloud service (from MioSoft) SAP Cloud Platform • used as teaching tool and research platform around the world • translated in 38 languages • visually stunning • expandable • easy to use You can also download the latest source code with git clone https://github.com/jmoenig/Snap--Build-Your-Own-Blocks.git „Snap is Scheme disguised as Scratch” Brian Harvey Scratch “low floor” • LEGO - like blocks grammar • 2D cartoon themed microworld (stage, sprites, media) • events, parallelism • interactive, continuous feedback, “liveness” Scheme “no ceiling” • dynamically -
Scratch2015programma-Web
My expectations... SCRATCH CREATIVE COMMUNITIES Here we are again, members of the Scratch family from at least 25 countries making the effort to spend four days in Amsterdam to share what we’ve learned and ex- plore where to go. Welcome to Amsterdam for the 7th international Scratch conference, the second one in Europe. Two years ago, while closing Scratch2013BCN, I invited you to join an Amsterdam Scratch conference around 2030. It has never been my intention to be in the conference business, and I thought that it would be easier for me to do it when I retire. The reason you’re here now, 15 years earlier, is that I realized last November that the situation around coding and learning in The Netherlands forces action now. Though initiatives like Hour of Code and CodeweekEU are raising awareness and helping a lot in spreading Scratch, these initiatives are rooted in business needs and political agendas. But our concerns are more focused on education, learning and child development. Teachers, librarians, and more generally the people teaching with Scratch may use this conference to get a good taste of where Scratch is going, and learn about con- nections, branches and dialects in development just now. But information flows both ways: the developers and inventors can check what’s made possible by their work. In short, everyone in encouraged to share their stories. They are all valuable to the others here. This year’s conference introduces some new activities. You’ll find peer reviewed articles bundled in a book, we’ve organized two pre-conference master classes, and we’re dedicating two evenings for an unconference, a teachmeet, several Amster- dam walks and ten workshops for children in Amsterdam. -
History of Logo
UC Berkeley UC Berkeley Previously Published Works Title History of Logo Permalink https://escholarship.org/uc/item/1623m1p3 Journal Proceedings of the ACM on Programming Languages, 4(HOPL) ISSN 2475-1421 Authors Solomon, C Harvey, B Kahn, K et al. Publication Date 2020-06-12 DOI 10.1145/3386329 License https://creativecommons.org/licenses/by-nc-sa/4.0/ 4.0 Peer reviewed eScholarship.org Powered by the California Digital Library University of California History of Logo CYNTHIA SOLOMON, Cynthia Solomon Consulting, USA BRIAN HARVEY, University of California, Berkeley, USA KEN KAHN, University of Oxford, UK HENRY LIEBERMAN, MIT Computer Science and Artificial Intelligence Lab (CSAIL), USA MARK L. MILLER, Learningtech.org, USA MARGARET MINSKY, New York University-Shanghai, China ARTEMIS PAPERT, Independent artist, Canada BRIAN SILVERMAN, Playful Invention Co., Canada Shepherd: Tomas Petricek, University of Kent, UK Logo is more than a programming language. It is a learning environment where children explore mathematical ideas and create projects of their own design. Logo, the first programming language explicitly designed for children, was invented by Seymour Papert, Wallace Feurzeig, Daniel Bobrow, and Cynthia Solomon in 1966 at Bolt, Beranek and Newman, Inc. (BBN). Logo’s design drew upon two theoretical frameworks: Jean Piaget’s constructivism and Marvin Minsky’s artificial intelligence research at MIT. One of Logo’s foundational ideas was that children shouldhavea powerful programming environment. Early Lisp served as a model with its symbolic computation, recursive functions, operations on linked lists, and dynamic scoping of variables. Logo became a symbol for change in elementary mathematics education and in the nature of school itself.