A new perspective on computational thinking

Publications

This article examines cognitive essence of computational thinking (CT). It introduces a clear and universal definition and suggests that we teach children biological CT skills long before they need to learn electronic CT skills.

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Computational Thinking in Elementary and Secondary Teacher Education

Publications

Computational thinking (CT) is broadly defined as the mental activity for abstracting problems and formulating solutions that can be automated. In an increasingly information-based society, CT is becoming an essential skill for everyone. To ensure that students develop this ability at the K-12 level, it is important to provide teachers with an adequate knowledge about CT and how to incorporate it into their teaching. This article describes a study on designing and introducing computational thinking modules and assessing their impact on preservice teachers’ understanding of CT concepts, as well

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A Framework for Aligning Needs, Abilities and Affordances to Inform Design and Practice of Educational Technologies

Publications

This paper addresses the need for enhancing our awareness of user‐centered design in educational technology through a more explicit and systematic alignment between the needs of educational technology users (learners and educators) and the affordances provided by the technology. First, we define the term “affordance” and discuss it from the perspectives of cognitive psychology and user interaction design. Next, we propose a taxonomy of functional affordances that builds on prior research and reflects the current trends in the design of educational technologies. The paper is concluded with an

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3D Fossils for K-12 Education: A Case Example Using the Giant Extinct Shark Carcharocles Megalodon

Publications

Fossils and the science of paleontology provide a charismatic gateway to integrate STEM teaching and learning. With the new Next Generation Science Standards (NGSS), as well as the exponentially increasing use of three-dimensional (3-D) printing and scanning technology, it is a particularly opportune time to integrate a wider variety of fossils and paleontology into K–12 curricula. We describe a curricular prototype that integrates all four components of STEM (Science, Technology, Engineering, Math) into authentic research using dentitions of the Neogene giant shark Megalodon (Carcharocles

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Empowering Middle School Students to Create Data-enabled Social Apps

Publications

MIT App Inventor has enabled middle school students to learn computing while creating their own apps-including apps that serve community needs. However, few resources exist for building apps that gather and share data. There is a need for new tools and instructional materials for students to build data-enbaled, community-focused apps. We developed an extension for App Inventor, called AppleVis, which allows app-makers to publish and retrieve data from our existing web-based collaborative data visualization platform.

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Eliciting Algebraic Reasoning with Hanging Mobiles

Publications

How algebraic reasoning can be fostered within the important big idea of equivalence is demonstrated using hanging mobiles. A concrete-representational-abstract approach is used, without any formal algebraic symbolism, to elicit algebraic reasoning and higher-order thinking.

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Summer programs train teachers in engineering and robotics

News

Tandon’s Research Experience for Teachers (RET) program, also known as RET Site in Mechatronics and Robotics with Entrepreneurship and Industry Experiences, is a National Science Foundation-sponsored initiative that has been educating educators since 2003. With robotics becoming increasingly integral to STEM curricula, many teachers are seeking ways for both themselves and their students to learn about new opportunities within science, technology

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Teachers and students pair up to widen the STEM pipeline

News

The National Science Foundation’s Innovative Technology Experiences for Students and Teachers (ITEST) program recently awarded more than $1 million to the three-year project, which will combine robotics and entrepreneurial education to improve teacher practices and student outcomes. Each summer, two teachers and four students from eight high schools across New York City will learn, build, and evaluate robots and related technology at NYU Tandon

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Teacher Transformations in Developing Computational Thinking: Gaming and Robotics Use in After-School Settings

Publications

The challenges of addressing increasing calls for the inclusion of computational thinking skills in K-12 education in the midst of crowded school curricula can be mitigated, in part, by promoting STEM learning in after-school settings. The Visualization Basics: Using Gaming to Improve Computational Thinking project provided opportunities for middle school students to participate in after-school clubs focused on game development and LEGO robotics in an effort to increase computational thinking skills. Club leaders and teachers, however, first needed to develop proficiency with the computational

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Teaching Computational Thinking Patterns in Rural Communities

Publications

In this chapter you will learn how a community college in rural Wyoming is implementing professional development resources in Computer Science and computational thinking skills for middle and high school teachers in their communities. The objective of the community college was to build relationships with schools to teach Computer Science concepts and computational thinking skills in the classroom. In this day and age, many people young and old are spending time on playing games or simulations. Why not teach Computer Science concepts and computational thinking skills through gaming and

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