Contents contributed and discussions participated by Jeffrey Plaman
Making Sense of Data - Course - 0 views
Zaption - Interact With Video - 0 views
Coding - Google Slides - 1 views
The Universe Is Programmable. We Need an API for Everything | Enterprise | WIRED - 0 views
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The Universe Is Programmable. We Need an API for Everything - http://t.co/c4J7ey5SDi Wow. Just wow. @jplaman read this yet?
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The Universe Is Programmable. We Need an API for Everything - http://t.co/c4J7ey5SDi Wow. Just wow. @jplaman read this yet?
Five Ways to Use Online Portfolios in the Classroom | Edutopia - 5 views
Bookry - Widgets - 0 views
http://web.media.mit.edu/~kbrennan/files/Brennan_Resnick_AERA2012_CT.pdf - 0 views
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Computational thinking is a phrase that has received considerable attention over the past several years - but there is little agreement about what computational thinking encompasses, and even less agreement about strategies for assessing the development of computational thinking in young people. We are interested in the ways that design-based learning activities - in particular, programming interactive media - support the development of computational thinking in young people. Over the past several years, we have developed a computational thinking framework that emerged from our studies of the activities of interactive media designers. Our context is Scratch - a programming environment that enables young people to create their own interactive stories, games, and simulations, and then share those creations in an online community with other young programmers from around the world. The first part of the paper describes the key dimensions of our computational thinking framework: computational concepts (the concepts designers engage with as they program, such as iteration, parallelism, etc.), computational practices (the practices designers develop as they engage with the concepts, such as debugging projects or remixing others' work), and computational perspectives (the perspectives designers form about the world around them and about themselves). The second part of the paper describes our evolving approach to assessing these dimensions, including project portfolio analysis, artifact-based interviews, and design scenarios. We end with a set of suggestions for assessing the learning that takes place when young people engage in programming.
Scratch Challenges - Educational Technology - 0 views
Featured Resources | ScratchEd - 0 views
Make things | Make Things Do Stuff - 1 views
Tools - Mozilla Webmaker - 1 views
Muse - The Brain Sensing Headband - 1 views
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