Challenge and creativity: using .NET gadgeteer in schools
暂无分享,去创建一个
[1] C. Lévi-Strauss. The Savage Mind , 1967 .
[2] Marina Umaschi Bers,et al. Tangible interaction and learning: the case for a hybrid approach , 2012, Personal and Ubiquitous Computing.
[3] Lori L. Pollock,et al. Combining multiple pedagogies to boost learning and enthusiasm , 2011, ITiCSE '11.
[4] Sue Sentance,et al. Computing at school: stimulating computing education in the UK , 2011, Koli Calling.
[5] Janice E. Cuny,et al. The CS10K project: mobilizing the community to transform high school computing , 2011, SIGCSE.
[6] Lori Carter. Why students with an apparent aptitude for computer science don't choose to major in computer science , 2006, SIGCSE '06.
[7] S. Turkle,et al. Epistemological Pluralism and the Revaluation of the Concrete. , 1992 .
[8] Steve Hodges,et al. .NET Gadgeteer: A Platform for Custom Devices , 2012, Pervasive.
[9] Toni Downes,et al. Factors that influence students' plans to take computing and information technology subjects in senior secondary school , 2011, Comput. Sci. Educ..
[10] R. Stake. The art of case study research , 1995 .
[11] Maria Kordaki,et al. A computer environment for beginners' learning of sorting algorithms: Design and pilot evaluation , 2008, Comput. Educ..
[12] Steve Hodges,et al. Prototyping with microsoft .net gadgeteer , 2011, Tangible and Embedded Interaction.
[13] Mordechai Ben-aft,et al. Constructivism in computer science education , 1998, SIGCSE '98.
[14] Alka Harriger,et al. Computing at the high school level: Changing what teachers and students know and believe , 2011, Comput. Educ..
[15] Randy Pausch,et al. Alice: a 3-D tool for introductory programming concepts , 2000 .
[16] John Maloney,et al. The Scratch Programming Language and Environment , 2010, TOCE.
[17] Fred T. Hofstetter,et al. Multimedia Literacy , 1995 .
[18] Christopher W. Starr,et al. The development and implementation of a context-based curricular framework for computer science education in high schools , 2009, ITiCSE '09.
[19] Michael Kölling,et al. The Greenfoot Programming Environment , 2010, TOCE.
[20] 湯淺 太一,et al. 20世紀の名著名論:Seymour Papert: Mindstorms:Children Computers and Powerful Ideas Basic Books New York 1980 , 2005 .
[21] Paul Marshall,et al. Do tangible interfaces enhance learning? , 2007, TEI.
[22] Mordechai Ben-Ari,et al. Habits of programming in scratch , 2011, ITiCSE '11.
[23] Judith Gal-Ezer,et al. A model for high school computer science education: the four key elements that make it! , 2008, SIGCSE '08.
[24] Seymour Papert,et al. Mindstorms: Children, Computers, and Powerful Ideas , 1981 .
[25] Carsten Schulte,et al. Attitudes towards computer science-computing experiences as a starting point and barrier to computer science , 2007, ICER '07.
[26] Carsten Schulte,et al. Bridging ICT and CS: educational standards for computer science in lower secondary education , 2009, ITiCSE.
[27] M. Inzlicht,et al. Running on Empty , 2007 .
[28] Chris Stephenson,et al. Running on Empty: the Failure to Teach K--12 Computer Science in the Digital Age , 2010 .
[29] Arosha K. Bandara,et al. Starting with Ubicomp: using the senseboard to introduce computing , 2012, SIGCSE '12.
[30] Allan Fisher,et al. Unlocking the clubhouse: the Carnegie Mellon experience , 2002, SGCS.
[31] Matt MacLaurin,et al. Kodu: end-user programming and design for games , 2009, FDG.
[32] Mark Guzdial,et al. Narrating data structures: the role of context in CS2 , 2007, ICER '07.
[33] Quintin I. Cutts,et al. Computing as the 4th "R": a general education approach to computing education , 2011, ICER.
[34] Evelyn Stiller. Teaching programming using bricolage , 2009 .