Computational Thinking: videogames, educational robotics, and other powerful ideas to think with
Contributo in Atti di convegno
Data di Pubblicazione:
2014
Abstract:
Digital technology has radically changed the way people work in industry, finance,
services, media and commerce. Informatics has contributed to the scientific and
technological development of our society in general and to the digital revolution in
particular. Computational thinking is the term indicating the key ideas of this discipline
that might be included in the key competences underlying the curriculum of
compulsory education. The educational potential of informatics has a history dating
back to the sixties. In this article, we briefly revisit this history looking for lessons
learned. In particular, we focus on experiences of teaching and learning programming.
However, computational thinking is more than coding. It is a way of thinking
and practicing interactive dynamic modeling with computers. We advocate that
learners can practice computational thinking in playful contexts where they can develop
personal projects, for example building videogames and/or robots, share and
discuss their construction with others. In our view, this approach allows an integration
of computational thinking in the K-12 curriculum across disciplines.
Tipologia CRIS:
04.01 Contributo in Atti di convegno
Keywords:
Computational thinking; programming in context; informatics education
Elenco autori:
Bottino, Rosa; Chioccariello, Augusto
Link alla scheda completa:
Titolo del libro:
KEYCIT - Key Competencies in Informatics and ICT