Visualizando El Aprendizaje En Resolución De Problemas Abiertos En Las Artes
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Accessible Tools and Curricula for K-12 Computer Science Education
Accessible Tools and Curricula for K-12 Computer Science Education White paper from the Accessible Computer Science Education Fall Workshop (Draft for Review) November 17-19, 2020 Earl Huff, Clemson University Varsha Koushik, University of Colorado Richard E. Ladner, University of Washington Stephanie Ludi, University of North Texas Lauren Milne, Macalester College Aboubakar Mountapmbeme, University of North Texas Margaret Perkoff, University of Colorado Andreas Stefik, University of Nevada, Las Vegas Introduction Ladner Computer science is rapidly becoming an integral part of the K-12 school curriculum in the United States (US) and other countries. This white paper will focus on the US because we understand K-12 education better than in other countries. Since 1984, computer science has been part of the curriculum in schools that offered AP Computer Science A (CSA). This introduction to programming was originally taught using Pascal, then moved to C++ in 1999, and then Java in 2003. Since 2007, there has been a concerted effort by the National Science Foundation to bring computer science education to a much broader audience and to all levels in K-12. This includes all students regardless of gender, ethnicity, race, or disability. The effort began with Exploring Computer Science (ECS) which was a gentler introduction to computer science at the high school level. Shortly thereafter, the idea of an AP Computer Science Principles (CSP) course arose that was to be a gentler introduction to computer science than AP CSA with a college level equivalent, introductory computer science for non-majors. In 2016, AP CSP became a reality with 43,780 students taking the exam in spring 2017 and two years later that number rose to 94,361. -
Sowing the Seeds for a More Creative Society
Sowing the Seeds for a More Creative Society Mitchel Resnick MIT Media Laboratory In the 1980s, there was much talk about the transition from the Industrial Society to the Information Society. Then, in the 1990s, people began to talk about the Knowledge Society, noting that information is useful only when it is transformed into knowledge. But, as I see it, knowledge alone is not enough. In today’s rapidly-changing world, people must continually come up with creative solutions to unexpected problems. Success is based not only on what you know or how much we know, but on your ability to think and act creatively. In short, we are now living in the Creative Society. Unfortunately, few of today’s classrooms focus on helping students develop as creative thinkers. Even students who perform well in school are often unprepared for the challenges that they encounter after graduation, in their work lives as well as their personal lives. Many students learn to solve specific types of problems, but they are unable to adapt and improvise in response to the unexpected situations that inevitably arise in today’s fast-changing world. New technologies play a dual role in the Creative Society. On one hand, the proliferation of new technologies is quickening the pace of change, accentuating the need for creative thinking in all aspects of people’s lives. On the other hand, new technologies have the potential, if properly designed and used, to help people develop as creative thinkers, so that they are better prepared for life in the Creative Society. In this article, I discuss two technologies developed by my research group at the MIT Media Lab with the explicit goal of helping people develop as creative thinkers. -
LEGO Mindstorms the Structure of an Engineering (R)Evolution
LEGO Mindstorms The Structure of an Engineering (R)evolution December 15, 2000 6.933J Structure of Engineering Revolutions Prof. David Mindell Christopher Beland Wesley Chan Dwaine Clarke Richard Park Michael Trupiano Contents 1.0 INTRODUCTION......................................................................... 3 2.0 STRUCTURE OF AN ENGINEERING (R)EVOLUTION...... 6 3.0 THE EPISTEMOLOGY AND LEARNING GROUP............... 8 4.0 THE LEGO COMPANY............................................................ 23 5.0 THE MIT MEDIA LABORATORY: A FOSTERING ENVIRONMENT........................................................................ 31 6.0 SYNTHESIS ................................................................................ 38 7.0 APPENDIX: THE MEDIA LABORATORY AS A SOLUTION TO THE INNOVATOR’S DILEMMA............... 39 8.0 ACKNOWLEDGEMENTS ....................................................... 41 9.0 REFERENCES............................................................................ 42 LEGO Mindstorms: The Structure of an Engineering (R)evoloution 2 Introduction 1.0 Introduction In 1998, the LEGO Company released a new product called the LEGO Mindstorms Robotic Invention Kit that became an instant commercial success. Children and those young at heart could buy the $200 kit— consisting of 717 pieces including LEGO bricks, motors, gears, different sensors, and a “RCX Brick” with an embedded microprocessor—and construct and program various LEGO robotic creations. In fact, Mindstorms creations featured on the LEGO web site include an automated blackjack card dealer, a robot that crawls up walls, and even a robotic toilet bowl scrubber. Figure 1.1 The LEGO Mindstorms Robotic Invention Kit consists of 717 pieces, including LEGO blocks, motors, gears, various sensors, a RCX brick with an embedded microprocessor, and software for programming Mindstorms creations. Sold in toy stores across the world, the Mindstorms kit became one of the hottest selling Christmas gifts that year in the United States, selling 80,000 units in less than three months. -
Life As a Learning Lab Over the Years, Many of My Interactions With
Life as a Learning Lab Over the years, many of my interactions with Alan have come at his Learning Labs. Alan organizes these gatherings once or twice a year, bringing together people from a variety of backgrounds to engage in new types of learning experiences and rethink ideas about learning and education. For me, these Learning Labs capture the essence of what makes Alan special. Many people see Alan as a great computer scientist, given his pioneering work in object-oriented programming. Other people see Alan as a great visionary, given the profound and enduring impact of his Dynabook concept, which provided a glimpse of mobile computing with dynamic media years before other people had thought about these ideas and decades before the technology was actually ready. These perceptions are certainly valid: there is no doubt that Alan is a great computer scientist and a great visionary. But as I see it, what’s most special about Alan is that he is one of the world’s great learners. He is excited about all aspects of learning: doing it, analyzing it, understanding it, encouraging it, promoting it. Alan’s Learning Labs last only a few days. But for Alan, all of life is a Learning Lab. Anyone who has spent time with Alan knows that he is a voracious reader. He reads more books in a week than most people do in a year. At his home in Los Angeles, Alan has put together not simply a book collection but a full library, with books organized on shelves according to Dewey Decimal classification. -
Creative Society Imagine
Sowing the Seeds reflect for a More Creative Society imagine share imagine New technologies help students navigate the creative thinking spiral create play By Mitchel Resnick n the 1980s, there was much talk often unprepared for the challenges In this article, I discuss two tech- about the transition from the In- that they encounter after graduation, nologies developed by my research Idustrial Society to the Information in their work lives as well as their group at the MIT Media Lab with the Society. Then in the 1990s people personal lives. Many students learn to explicit goal of helping people develop began to talk about the Knowledge solve specific types of problems, but as creative thinkers. The two tech- Society, noting that information is they are unable to adapt and impro- nologies, called Crickets and Scratch, useful only when it is transformed vise in response to the unexpected are designed to support what I call the into knowledge. situations that inevitably arise in “creative thinking spiral.” In this pro- But as I see it, knowledge alone is today’s fast-changing world. cess, people imagine what they want not enough. In today’s rapidly chang- New technologies play a dual role to do, create a project based on their ing world, people must continually in the Creative Society. On one hand, ideas, play with their creations, share come up with creative solutions to un- the proliferation of new technologies their ideas and creations with others, expected problems. Success is based is quickening the pace of change, ac- and reflect on their experiences—all not only on what you know or how centuating the need for creative think- of which leads them to imagine new much you know, but on your ability to ing in all aspects of people’s lives. -
Scratch: Programming For
contributed articles DOI:10.1145/1592761.1592779 discussing, and remixing one another’s “Digital fluency” should mean designing, projects. Scratch has been called “the YouTube of interactive media.” Each creating, and remixing, not just browsing, day, Scratchers from around the world chatting, and interacting. upload more than 1,500 new projects to the site, with source code freely by MITCHEL RESNICK, JOHN MALONEY, ANDRÉS MONROY- available for sharing and remixing. The HERNÁNDEZ, NATALIE RUSK, EVElyN EASTMOND, site’s collection of projects is wildly di- KAREN BRENNAN, AMON MILLNER, ERIC ROSENBAUM, verse, including video games, interac- JAY SIlvER, BRIAN SIlvERMAN, AND YASMIN KAFAI tive newsletters, science simulations, virtual tours, birthday cards, animated dance contests, and interactive tutori- als, all programmed in Scratch. The core audience on the site is be- Scratch: tween the ages of eight and 16 (peak- ing at 12), though a sizeable group of ATE. N , adults participates as well. As Scratch- M ers program and share interactive proj- ects, they learn important mathemati- MTBOO TA, S Programming cal and computational concepts, as well as how to think creatively, reason ON, SHANE systematically, and work collaborative- D ly: all essential skills for the 21st cen- O3, KGRO M for All tury. Indeed, our primary goal is not to AR D prepare people for careers as profes- sional programmers but to nurture a IRE11, ZA WF new generation of creative, systematic O D thinkers comfortable using program- , SA L A ming to express their ideas. P WHEN MOSHE Y. VARDI, In this article, we discuss the de- Editor-in-Chief of IT, SHANN IT, V sign principles that guided our devel- E Communications, invited us to submit an article, N opment of Scratch and our strategies RI, U for making programming accessible he recalled how he first learned about Scratch: ON, K S and engaging for everyone. -
Scratch Community Blocks
Scratch Community Blocks: Supporting Children as Data Scientists Sayamindu Dasgupta∗† Benjamin Mako Hilly ∗MIT Media Lab yUniversity of Washington Cambridge, MA 02142 Seattle, WA, 98195 [email protected] fmakohill, [email protected] ABSTRACT In this paper, we present Scratch Community Blocks, a new system that enables children to programmatically access, an- alyze, and visualize data about their participation in Scratch, an online community for learning computer programming. At its core, our approach involves a shift in who analyzes data: from adult data scientists to young learners themselves. We Figure 1: A Scratch script, consisting of blocks from the first introduce the goals and design of the system and then Scratch Community Blocks system. When the “space” key demonstrate it by describing example projects that illustrate its is pressed, this script iterates through all the shared Scratch functionality. Next, we show through a series of case studies projects by the user “scratchteam,” and during each iteration, how the system engages children in not only representing data a graphical object on the screen says the title of the currently and answering questions with data but also in self-reflection selected project through a visual speech bubble. about their own learning and participation. Author Keywords data science; learning; computers and children; creativity support tools; social computing and social navigation; object of analysis; their role is to generate data by using the block-based programming system. ACM Classification Keywords We imagine a different approach to data science and education K.3.2 Computers and Education: Computer and Information in which young people use data to ask and answer their own Science Education; H.5.2 Information Interfaces and Presenta- questions. -
The Scratch Programming Language and Environment
The Scratch Programming Language and Environment JOHN MALONEY, MITCHEL RESNICK, NATALIE RUSK, BRIAN SILVERMAN, and EVELYN EASTMOND Massachusetts Institute of Technology Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the Scratch programming language and environment support this goal. Categories and Subject Descriptors: K.3.2 [Computer and Information Science Education]: Computer Science Education General Terms: Design, Human Factors, Languages Additional Key Words and Phrases: Scratch, visual programming language, programming language, programming environment ACM Reference Format: Maloney, J., Resnick, M., Rusk, N., Silverman, B., and Eastmond, E. 2010. The scratch program- ming language and environment. ACM Trans. Comput. Educ. 10, 4, Article 16 (November 2010), 15 pages. DOI = 10.1145/1868358.1868363. http://doi.acm.org/10.1145/1868358.1868363. 1. INTRODUCTION Scratch is a visual programming environment that lets users create interactive, media-rich projects. People have created a wide range of projects with Scratch, including animated stories, games, online news shows, book reports, greeting cards, music videos, science projects, tutorials, simulations, and sensor-driven art and music projects (Figure 1). The Scratch application is used to create projects containing media and scripts. Images and sounds can be imported or created in Scratch using a built- in paint tool and sound recorder. Programming is done by snapping together Author’s address: J. Maloney, MIT Media Laboratory, E14-464B, 75 Amherst St., Cambridge, MA 02139; email: [email protected]. -
Chapter 14. a Half Century Perspective on the Role of Computers in Learning and Teaching
Music Learning with Massive Open Online Courses (MOOCs) 213 L. Steels (Ed.) © 2015 The authors and IOS Press. This article is published online with Open Access by IOS Press and distributed under the terms of the Creative Commons Attribution License. doi:10.3233/978-1-61499-593-7-213 Chapter 14. A Half Century Perspective On The Role Of Computers In Learning And Teaching Ken KAHN University of Oxford Abstract. For more than fifty years people have been exploring how computers might enhance learning and teaching. The malleable nature of computers has en- abled suggestions that a computer can act like flash cards, personal tutors, text- books, reference books, virtual laboratories, quizzes, virtual spaces, lecture halls, and study groups. Perhaps the most radical suggestion has been to see the com- puter as something learners can creatively mold into something personally mean- ingful that is dynamic, interactive, and shared. And that the process of constructing such computational artefacts is rich in learning opportunities. These range from a deeper understanding of the subject matter of the constructions to high-level skills in thinking and problem solving. Keywords. Constructionism, technology-enhanced learning, Seymour Papert, history of computers and education Introduction The idea that computers can play an important role in learning and teaching is over fifty years old. This chapter describes the history of attempts to use computers to support and enhance learning from a personal perspective. Instead of a complete history it attempts to highlight groundbreaking and significant ideas and computer systems that have led to today’s efforts to provide technology-enhanced learning. -
Creative Society Imagine
Sowing the Seeds reflect for a More Creative Society imagine share imagine New technologies help students navigate the creative thinking spiral create play By Mitchel Resnick n the 1980s, there was much talk often unprepared for the challenges In this article, I discuss two tech- about the transition from the In- that they encounter after graduation, nologies developed by my research Idustrial Society to the Information in their work lives as well as their group at the MIT Media Lab with the Society. Then in the 1990s people personal lives. Many students learn to explicit goal of helping people develop began to talk about the Knowledge solve specific types of problems, but as creative thinkers. The two tech- Society, noting that information is they are unable to adapt and impro- nologies, called Crickets and Scratch, useful only when it is transformed vise in response to the unexpected are designed to support what I call the into knowledge. situations that inevitably arise in “creative thinking spiral.” In this pro- But as I see it, knowledge alone is today’s fast-changing world. cess, people imagine what they want not enough. In today’s rapidly chang- New technologies play a dual role to do, create a project based on their ing world, people must continually in the Creative Society. On one hand, ideas, play with their creations, share come up with creative solutions to un- the proliferation of new technologies their ideas and creations with others, expected problems. Success is based is quickening the pace of change, ac- and reflect on their experiences—all not only on what you know or how centuating the need for creative think- of which leads them to imagine new much you know, but on your ability to ing in all aspects of people’s lives. -
The Double Bind of Constructionism: a Case Study on the Barriers for Constructionist Learning in Pre-College Engineering Education
Paper ID #29179 The Double Bind of Constructionism: A Case Study on the Barriers for Constructionist Learning in Pre-college Engineering Education Dr. Michael Lachney, Michigan State University Michael Lachney is an Assistant Professor of Educational Technology in the College of Education at Michigan State University. He has expertise in culturally responsive education, science and technology studies, qualitative research methods, and critical race theory. Michael’s research explores the cultural politics of educational technology design and implementation, with specific attention to the ’construction genre’ of ed tech in pre-college computer science and engineering. Madison C Allen, Michigan State University Madison C. Allen, Michigan State University - [email protected] Madison Allen in a Ph.D. student in the Educational Psychology and Educational Technology Program at Michigan State University. Her doctoral research focuses on the development and implementation of culturally responsive computing and technology and how using learning technology can support justice and equity in in-school and out-of-school educational contexts. Briana P Green, Michigan State University Briana Green, M.S. is a doctoral student in the Educational Psychology Educational Technology program at Michigan State University. Her research focuses on exploring how different types of belonging and different supports of belonging, in classroom and out-of-school learning spaces, can serve to foster STEM- related identities and career aspirations in Black youth. c American Society for Engineering Education, 2020 The Double Bind of Constructionism: A Case Study on the Barriers for Con- structionist Learning in Pre-college Engineering Education Introduction In the United States, constructionist learning theory (i.e. -
Scratch: Programming for Everyone
Scratch: Programming for Everyone Mitchel Resnick, John Maloney, Andrés Monroy Hernández, Natalie Rusk, Evelyn Eastmond, Karen Brennan, Amon Millner, Eric Rosenbaum, Jay Silver, Brian Silverman, Yasmin Kafai Accepted for publication in Communications of the ACM (CACM) When Moshe Vardi, Editor-in-Chief of CACM, invited us to submit an article about Scratch, he shared the story of how he learned about Scratch: A couple of days ago, a colleague of mine (CS faculty) told me how she tried to get her 10-year-old daughter interested in programming, and the only thing that appealed to her daughter (hugely) was Scratch. That’s what we were hoping for when we set out to develop Scratch six years ago. We wanted to develop an approach to programming that would appeal to people who hadn’t previously imagined themselves as programmers. We wanted to make it easy for everyone, of all ages, backgrounds, and interests, to program their own interactive stories, games, animations, and simulations – and to share their creations with one another. Since the public launch in May 2007, the Scratch website (http://scratch.mit.edu) has become a vibrant online community, with people sharing, discussing, and remixing one another’s projects. Scratch has been called “the YouTube of interactive media.” Each day, Scratchers from around the world upload more than 1000 new projects to the site, with source code freely available for sharing and remixing. The collection of projects is wildly diverse: video games, interactive newsletters, science simulations, virtual tours, birthday cards, animated dance contests, interactive tutorials, and many others, all programmed in Scratch.