Programming moves: Design and evaluation of applying embodied interaction in virtual environments to enhance computational thinking in middle school students
暂无分享,去创建一个
Sabarish V. Babu | Sophie Jörg | Shaundra Bryant Daily | Dhaval Parmar | Alison E. Leonard | Kara Gundersen | Nikeetha D'Souza | Joseph Isaac | S. Jörg | Dhaval Parmar | Nikeetha D'Souza | S. Daily | Joseph Isaac | Kara Gundersen
[1] Sabarish V. Babu,et al. Dancing alice: exploring embodied pedagogical strategies for learning computational thinking , 2014, SIGCSE '14.
[2] William Winn. The Virtual Reality Roving Vehicle Project. , 1995 .
[3] Michael Kölling,et al. The Greenfoot Programming Environment , 2010, TOCE.
[4] Iulian Radu,et al. Augmented-Reality Scratch: A Tangible Programming Environment for Children , 2008 .
[5] Kamla Modi. Generation STEM: what girls say about science, technology, engineering, and math , 2012 .
[6] Roy D. Pea,et al. Remedying misperceptions of computer science among middle school students , 2014, SIGCSE.
[7] David Kirsh,et al. Creative Cognition in Choreography , 2011, ICCC.
[8] Virginia Eaton,et al. Experiences in Computer Science Wonderland: a success story with Alice , 2011 .
[9] Edward R. Sykes,et al. Determining the Effectiveness of the 3D Alice Programming Environment at the Computer Science I Level , 2007 .
[10] Charles R. Warren. An Exploration of Factors Influencing the Career Preferences of Junior High Students. , 1990 .
[11] Ching-I Teng,et al. Customization, immersion satisfaction, and online gamer loyalty , 2010, Comput. Hum. Behav..
[12] Janet Mei-Chuen Lin,et al. Teaching programming concepts to high school students with Alice , 2009, 2009 39th IEEE Frontiers in Education Conference.
[13] D. Chambers,et al. Stereotypic images of the scientist: The draw‐a‐scientist test , 1983 .
[14] T. Misa. Gender Codes: Why Women Are Leaving Computing , 2010 .
[15] Marshall H. Raskind,et al. Virtual Technology , 2005 .
[16] Parameswaran Ramanathan,et al. Virtual Learning Environments in engineering and STEM education , 2013, 2013 IEEE Frontiers in Education Conference (FIE).
[17] Francisco J. Varela,et al. The Embodied Mind , 2018 .
[18] Adam V. Maltese,et al. Eyeballs in the Fridge: Sources of early interest in science , 2010 .
[19] Michael P. Conlon,et al. Using Alice 2.0 as a first language , 2009 .
[20] Lutz Jäncke,et al. Feeling Present in Arousing Virtual Reality Worlds: Prefrontal Brain Regions Differentially Orchestrate Presence Experience in Adults and Children , 2008, Frontiers in human neuroscience.
[21] Randy Pausch,et al. Alice: a 3-D tool for introductory programming concepts , 2000 .
[22] Kurt Squire,et al. Video games in education , 2003, Int. J. Intell. Games Simul..
[23] Steven Warburton,et al. Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching , 2009, Br. J. Educ. Technol..
[24] Maria Virvou,et al. On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE , 2008, Comput. Educ..
[25] Deidre Sklar,et al. Can bodylore be brought to its senses , 1994 .
[26] Caitlin Kelleher,et al. Storytelling alice motivates middle school girls to learn computer programming , 2007, CHI.
[27] Susan H. Rodger,et al. Engaging middle school teachers and students with alice in a diverse set of subjects , 2009, SIGCSE '09.
[28] Brian C. Nelson,et al. A multi-user virtual environment for building and assessing higher order inquiry skills in science , 2010, Br. J. Educ. Technol..
[29] Quincy Brown,et al. Computer Aided Instruction as a Vehicle for Problem Solving : Scratch Programming Environment in the Middle Years Classroom , 2008 .
[30] David Kirsh,et al. Thinking with the Body , 2010 .
[31] Philip M. Sadler,et al. Stability and volatility of STEM career interest in high school: a gender study , 2012 .
[32] Blair MacIntyre,et al. Augmented-reality scratch: a children's authoring environment for augmented-reality experiences , 2009, IDC.
[33] Frank Biocca,et al. The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments , 2003, Presence: Teleoperators & Virtual Environments.
[34] Jeannette M. Wing. Computational thinking and thinking about computing , 2008, Philosophical Transactions of the Royal Society A: Mathematical, Physical and Engineering Sciences.
[35] Caitlin Kelleher,et al. A code reuse interface for non-programmer middle school students , 2010, IUI '10.
[36] John Maloney,et al. Alice, Greenfoot, and Scratch -- A Discussion , 2010, TOCE.
[37] Elizabeth V. Howard,et al. A Qualitative Look at Alice and Pair-Programming , 2006 .
[38] Charles K. Kinzer,et al. The Effects of Avatar: Based Customization on Player Identification , 2014, Int. J. Gaming Comput. Mediat. Simulations.
[39] V. Braun,et al. Using thematic analysis in psychology , 2006 .
[40] Vassil N. Alexandrov,et al. Is Virtual Reality a Memorable Experience in an Educational Context? , 2011, Int. J. Emerg. Technol. Learn..
[41] S. Parsons,et al. State-of-the-art of virtual reality technologies for children on the autism spectrum , 2011 .
[42] C. Dianne Martin,et al. Draw a computer scientist , 2004, ITiCSE-WGR '04.
[43] Paul D. Bolls,et al. How Avatar Customizability Affects Children's Arousal and Subjective Presence During Junk Food-Sponsored Online Video Games , 2009, Cyberpsychology Behav. Soc. Netw..
[44] John Maloney,et al. The Scratch Programming Language and Environment , 2010, TOCE.