Constructionism in Practice: Designing, Thinking, and Learning in A Digital World
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- Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play (MIT Press)
- The Children's Machine: Rethinking School In The Age Of The Computer
- Coding as a Playground: Programming and Computational Thinking in the Early Childhood Classroom
- The Cambridge Handbook of the Learning Sciences (Cambridge Handbooks in Psychology)
- The Connected Family: Bridging the Digital Generation Gap
- The ABCs of How We Learn: 26 Scientifically Proven Approaches, How They Work, and When to Use Them
- Makeology: Makers as Learners (Volume 2)
- Computational Thinking and Coding for Every Student: The Teacher’s Getting-Started Guide
- FAB: The Coming Revolution on Your Desktop--from Personal Computers to Personal Fabrication
* Perspectives in Constructionism further develops the intellectual underpinnings of constructionist theory. This section looks closely at the role of perspective-taking in learning and discusses how both cognitive and affective processes play a central role in building connections between old and new knowledge.
* Learning through Design analyzes the relationship between designing and learning, and discusses ways that design activities can provide personally meaningful contexts for learning. This section investigates how and why children can learn through the processes of constructing artifacts such as games, textile patterns, robots and interactive devices.
* Learning in Communities focuses on the social aspects of constructionist learning, recognizing that how people learn is deeply influenced by the communities and cultures with which they interact. It examines the nature of learning in classroom, inner-city, and virtual communities.
* Learning about Systems examines how students make sense of biological, technological, and mathematical systems. This section explores the conceptual and epistemological barriers to learning about feedback, self-organization, and probability, and it discusses new technological tools and activities that can help people develop new ways of thinking about these phenomena.