Notandi:Salvor/Ict
Útlit
- Metaverse
Designing social videogames for educational uses [1]
Facebook is now Meta – but why, and what even is the metaverse? [2]
- Kennarar og Ict
kennarar og ict evrópu [3]
Makerspaces [4]
OEDC skýrsla um hvernig eigi að aðlaga nám til að brúa bil 2021 [5]
OECD skýrsla um hvernig eigi að stuðla að læsi í stafrænum heimi 2021[6]
Kubbaforritun
[breyta]Grein um landslag í kubbaforritun [7]
Leikur með kubbaforritun [8]
kubbaforritun og sjálfvirkni IoT [9]
kubbaforritun og þjarkar fyrir 6. bekk [10]
Tölvunarhugsun og Scratch í grunnskóla [11]
Arduino og Scratch [12]
Tónlist og hljóð í forritun
[breyta]Forrita tónlist með Sonic Pi [13]
Tölvunarhugsun
[breyta]Skilgreining á tölvunarhugsun í grunnskólamenntun [14]
Hugmyndir Paperts - að læra með að gera [15]
Mjög ung börn og tölvunarhugsun[16]
Tilvísanir
[breyta]- ↑ González-González, Carina; Blanco-Izquierdo, Francisco (1. janúar 2012). „Designing social videogames for educational uses“. Computers & Education (enska). 58 (1): 250–262. doi:10.1016/j.compedu.2011.08.014. ISSN 0360-1315.
- ↑ Stokel-Walker, Chris (6. nóvember 2021). „Facebook is now Meta – but why, and what even is the metaverse?“. New Scientist (enska). 252 (3359): 12. doi:10.1016/S0262-4079(21)01955-2. ISSN 0262-4079.
- ↑ European Commission. Joint Research Centre. (2020). Emerging technologies and the teaching profession: ethical and pedagogical considerations based on near future scenarios. LU: Publications Office. doi:10.2760/46933.
- ↑ European Commission. Joint Research Centre. (2019). Makerspaces for education and training: exploring future implications for Europe. LU: Publications Office. doi:10.2760/946996.
- ↑ „Adapting Curriculum to Bridge Equity Gaps: Towards an Inclusive Curriculum“. www.oecd-ilibrary.org (enska). doi:10.1787/6b49e118-en. Sótt 21. júní 2021.
- ↑ „21st-Century Readers: Developing Literacy Skills in a Digital World“. www.oecd-ilibrary.org (enska). doi:10.1787/a83d84cb-en. Sótt 21. júní 2021.
- ↑ Lin, Yuhan; Weintrop, David (1. desember 2021). „The landscape of Block-based programming: Characteristics of block-based environments and how they support the transition to text-based programming“. Journal of Computer Languages (enska). 67: 101075. doi:10.1016/j.cola.2021.101075. ISSN 2590-1184.
- ↑ Vahldick, Adilson; Farah, Paulo Roberto; Marcelino, Maria José; Mendes, António José (1. ágúst 2020). „A blocks-based serious game to support introductory computer programming in undergraduate education“. Computers in Human Behavior Reports (enska). 2: 100037. doi:10.1016/j.chbr.2020.100037. ISSN 2451-9588.
- ↑ Bak, Nayeon; Chang, Byeong-Mo; Choi, Kwanghoon (1. október 2020). „Smart Block: A visual block language and its programming environment for IoT“. Journal of Computer Languages (enska). 60: 100999. doi:10.1016/j.cola.2020.100999. ISSN 2590-1184.
- ↑ Kert, Serhat Bahadır; Erkoç, Mehmet Fatih; Yeni, Sabiha (1. desember 2020). „The effect of robotics on six graders’ academic achievement, computational thinking skills and conceptual knowledge levels“. Thinking Skills and Creativity (enska). 38: 100714. doi:10.1016/j.tsc.2020.100714. ISSN 1871-1871.
- ↑ Zhang, LeChen; Nouri, Jalal (1. nóvember 2019). „A systematic review of learning computational thinking through Scratch in K-9“. Computers & Education (enska). 141: 103607. doi:10.1016/j.compedu.2019.103607. ISSN 0360-1315.
- ↑ Fidai, Aamir; Capraro, Mary Margaret; Capraro, Robert M. (1. desember 2020). „“Scratch”-ing computational thinking with Arduino: A meta-analysis“. Thinking Skills and Creativity (enska). 38: 100726. doi:10.1016/j.tsc.2020.100726. ISSN 1871-1871.
- ↑ Petrie, Christopher (1. apríl 2022). „Programming music with Sonic Pi promotes positive attitudes for beginners“. Computers & Education (enska). 179: 104409. doi:10.1016/j.compedu.2021.104409. ISSN 0360-1315.
- ↑ Tsarava, Katerina; Moeller, Korbinian; Román-González, Marcos; Golle, Jessika; Leifheit, Luzia; Butz, Martin V.; Ninaus, Manuel (1. apríl 2022). „A cognitive definition of computational thinking in primary education“. Computers & Education (enska). 179: 104425. doi:10.1016/j.compedu.2021.104425. ISSN 0360-1315.
- ↑ Brennan, Karen (1. október 2017). „Designing for learning by creating“. International Journal of Child-Computer Interaction (enska). 14: 7–9. doi:10.1016/j.ijcci.2017.06.003. ISSN 2212-8689.
- ↑ Bakala, Ewelina; Gerosa, Anaclara; Hourcade, Juan Pablo; Tejera, Gonzalo (1. september 2021). „Preschool children, robots, and computational thinking: A systematic review“. International Journal of Child-Computer Interaction (enska). 29: 100337. doi:10.1016/j.ijcci.2021.100337. ISSN 2212-8689.