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Maloney, John; Resnick, Mitchel; Rusk, Natalie; Silverman, Brian; Eastmond, Evelyn – ACM Transactions on Computing Education, 2010
Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the…
Descriptors: Computer Software, Computer Assisted Instruction, Computer Science Education, Programming Languages
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Utting, Ian; Cooper, Stephen; Kolling, Michael; Maloney, John; Resnick, Mitchel – ACM Transactions on Computing Education, 2010
This article distills a discussion about the goals, mechanisms, and effects of three environments which aim to support the acquisition and development of computing concepts (problem solving and programming) in pre-University and non-technical students: Alice, Greenfoot, and Scratch. The conversation started in a special session on the topic at the…
Descriptors: Computer Science Education, Computer Assisted Instruction, Problem Solving, Programming
Maloney, John; Peppler, Kylie; Kafai, Yasmin B.; Resnick, Mitchel; Rusk, Natalie – Online Submission, 2008
This paper describes Scratch, a visual, block-based programming language designed to facilitate media manipulation for novice programmers. We report on the Scratch programming experiences of urban youth ages 8-18 at a Computer Clubhouse--an after school center--over an 18-month period. Our analyses of 536 Scratch projects collected during this…
Descriptors: Programming Languages, Programming, Urban Youth, Children
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Brennan, Karen; Monroy-Hernandez, Andres; Resnick, Mitchel – New Directions for Youth Development, 2010
To become full and active participants in today's technologically saturated society, young people need to become creators (and not just consumers) of interactive media. Developing the requisite abilities and capacities is not a wholly individual process; it is important for young people to have access to communities where they can collaborate and…
Descriptors: Computer Uses in Education, Cooperation, Community, Internet
Colella, Vanessa Stevens; Klopfer, Eric; Resnick, Mitchel – 2001
For thousands of years people from da Vinci to Einstein have created models to help them better understand patterns and processes in the world around them. Computers make it easier for novices to build and explore their own models and learn new scientific ideas in the process. This book introduces teachers and students to designing, creating, and…
Descriptors: Computer Software, Elementary Secondary Education, Mathematical Models, Mathematics Instruction