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Computer Projects for Middle Schools

Computer Projects for Middle Schools
Author: Steve Butz
Publisher: Teacher Created Resources
Total Pages: 146
Release: 2000
Genre: Computers
ISBN: 1576907090

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Provides activities for middle school students to become familiar with spreadsheets, databases, computer-assisted drawing, and LOGO programming.


Teaching Computational Thinking

Teaching Computational Thinking
Author: Maureen D. Neumann
Publisher: MIT Press
Total Pages: 201
Release: 2021-12-21
Genre: Computers
ISBN: 0262045052

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A guide for educators to incorporate computational thinking—a set of cognitive skills applied to problem solving—into a broad range of subjects. Computational thinking—a set of mental and cognitive tools applied to problem solving—is a fundamental skill that all of us (and not just computer scientists) draw on. Educators have found that computational thinking enhances learning across a range of subjects and reinforces students’ abilities in reading, writing, and arithmetic. This book offers a guide for incorporating computational thinking into middle school and high school classrooms, presenting a series of activities, projects, and tasks that employ a range of pedagogical practices and cross a variety of content areas. As students problem solve, communicate, persevere, work as a team, and learn from mistakes, they develop a concrete understanding of the abstract principles used in computer science to create code and other digital artifacts. The book guides students and teachers to integrate computer programming with visual art and geometry, generating abstract expressionist–style images; construct topological graphs that represent the relationships between characters in such literary works as Harry Potter and the Sorcerer’s Stone and Romeo and Juliet; apply Newtonian physics to the creation of computer games; and locate, analyze, and present empirical data relevant to social and political issues. Finally, the book lists a variety of classroom resources, including the programming languages Scratch (free to all) and Codesters (free to teachers). An accompanying website contains the executable programs used in the book’s activities.


Cultivating Interest and Competencies in Computing

Cultivating Interest and Competencies in Computing
Author: National Academies of Sciences Engineering and Medicine
Publisher:
Total Pages:
Release: 2021-10-11
Genre:
ISBN: 9780309682152

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Computing in some form touches nearly every aspect of day to day life and is reflected in the ubiquitous use of cell phones, the expansion of automation into many industries, and the vast amounts of data that are routinely gathered about people's health, education, and buying habits. Computing is now a part of nearly every occupation, not only those in the technology industry. Given the ubiquity of computing in both personal and professional life, there are increasing calls for all learners to participate in learning experiences related to computing including more formal experiences offered in schools, opportunities in youth development programs and after-school clubs, or self-initiated hands-on experiences at home. At the same time, the lack of diversity in the computing workforce and in programs that engage learners in computing is well-documented. It is important to consider how to increase access and design experiences for a wide range of learners. Authentic experiences in STEM - that is, experiences that reflect professional practice and also connect learners to real-world problems that they care about - are one possible approach for reaching a broader range of learners. These experiences can be designed for learners of all ages and implemented in a wide range of settings. However, the role they play in developing youths' interests, capacities, and productive learning identities for computing is unclear. There is a need to better understand the role of authentic STEM experiences in supporting the development of interests, competencies, and skills related to computing. Cultivating Interest and Competencies in Computing examines the evidence on learning and teaching using authentic, open-ended pedagogical approaches and learning experiences for children and youth in grades K-12 in both formal and informal settings. This report gives particular attention to approaches and experiences that promote the success of children and youth from groups that are typically underrepresented in computing fields. Cultivating Interest and Competencies in Computing provides guidance for educators and facilitators, program designers, and other key stakeholders on how to support learners as they engage in authentic learning experiences.


Algorithms Unplugged

Algorithms Unplugged
Author: Berthold Vöcking
Publisher: Springer Science & Business Media
Total Pages: 389
Release: 2010-12-10
Genre: Science
ISBN: 3642153283

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Algorithms specify the way computers process information and how they execute tasks. Many recent technological innovations and achievements rely on algorithmic ideas – they facilitate new applications in science, medicine, production, logistics, traffic, communi¬cation and entertainment. Efficient algorithms not only enable your personal computer to execute the newest generation of games with features unimaginable only a few years ago, they are also key to several recent scientific breakthroughs – for example, the sequencing of the human genome would not have been possible without the invention of new algorithmic ideas that speed up computations by several orders of magnitude. The greatest improvements in the area of algorithms rely on beautiful ideas for tackling computational tasks more efficiently. The problems solved are not restricted to arithmetic tasks in a narrow sense but often relate to exciting questions of nonmathematical flavor, such as: How can I find the exit out of a maze? How can I partition a treasure map so that the treasure can only be found if all parts of the map are recombined? How should I plan my trip to minimize cost? Solving these challenging problems requires logical reasoning, geometric and combinatorial imagination, and, last but not least, creativity – the skills needed for the design and analysis of algorithms. In this book we present some of the most beautiful algorithmic ideas in 41 articles written in colloquial, nontechnical language. Most of the articles arose out of an initiative among German-language universities to communicate the fascination of algorithms and computer science to high-school students. The book can be understood without any prior knowledge of algorithms and computing, and it will be an enlightening and fun read for students and interested adults.


How People Learn

How People Learn
Author: National Research Council
Publisher: National Academies Press
Total Pages: 386
Release: 2000-08-11
Genre: Education
ISBN: 0309131979

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First released in the Spring of 1999, How People Learn has been expanded to show how the theories and insights from the original book can translate into actions and practice, now making a real connection between classroom activities and learning behavior. This edition includes far-reaching suggestions for research that could increase the impact that classroom teaching has on actual learning. Like the original edition, this book offers exciting new research about the mind and the brain that provides answers to a number of compelling questions. When do infants begin to learn? How do experts learn and how is this different from non-experts? What can teachers and schools do-with curricula, classroom settings, and teaching methodsâ€"to help children learn most effectively? New evidence from many branches of science has significantly added to our understanding of what it means to know, from the neural processes that occur during learning to the influence of culture on what people see and absorb. How People Learn examines these findings and their implications for what we teach, how we teach it, and how we assess what our children learn. The book uses exemplary teaching to illustrate how approaches based on what we now know result in in-depth learning. This new knowledge calls into question concepts and practices firmly entrenched in our current education system. Topics include: How learning actually changes the physical structure of the brain. How existing knowledge affects what people notice and how they learn. What the thought processes of experts tell us about how to teach. The amazing learning potential of infants. The relationship of classroom learning and everyday settings of community and workplace. Learning needs and opportunities for teachers. A realistic look at the role of technology in education.


Everything You Need to Ace Computer Science and Coding in One Big Fat Notebook

Everything You Need to Ace Computer Science and Coding in One Big Fat Notebook
Author: Workman Publishing
Publisher: Workman Publishing Company
Total Pages: 576
Release: 2020-04-28
Genre: Juvenile Nonfiction
ISBN: 152351177X

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The newest addition to the wildly successful Big Fat Notebook series, with 3.99 million copies in print: a lively, information-packed, and fully illustrated guide to Computer Science and Coding for middle schoolers.


Computer Science for Middle School (CS4MS): How Middle School Administrators and Teachers Implement Computer Science Curricula

Computer Science for Middle School (CS4MS): How Middle School Administrators and Teachers Implement Computer Science Curricula
Author: Verjinia Mayer
Publisher:
Total Pages: 183
Release: 2019
Genre:
ISBN:

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Computer science education in K-12 schools is a popular topic of study, especially in quantitative research. Many findings concur that computer science education should be introduced at lower grade levels to provide students with early exposure to computing skills or computational thinking more broadly. While there is substantial research about computer science education implementation at the elementary and high school levels. However, there is a paucity of qualitative research about computer science curriculum implementation at the middle school level. The current case study concentrated on the computer science implementation stories of six teachers and six administrators at six middle schools in a large urban public school district with a large number of socioeconomically disadvantaged and traditionally underrepresented minority students. Through the theoretical framework of diffusion of innovation in organizations, the study investigated the essential elements of a computer science curriculum implementation, as well as the essential elements of sustaining a computer science education implementation. The study also focused on the challenges of computer science education implementation and how the challenges, if any, varied by student population. Lastly, the study sought data on solutions to implementation challenges and how solutions, if any, varied by student population. Study findings show that when middle school teachers do not receive computer science curriculum training, their implementation of the curriculum does not reach the higher stages of diffusion, such as redefining, clarifying, and routinizing. Results also indicate that the middle school computer science teacher's dedication to and enthusiasm for teaching the subject is essential to sustaining the implementation. Furthermore, when the administrator and teacher in charge of computer science education are both committed to the implementation, then they are more likely to exhibit a problem-solving mindset. Challenges to implementing a middle school computer science curriculum include securing funding for training to teach the curriculum, in addition to finding enthusiastic teachers to teach the topic. A further challenge was the lack of teacher support from administrators who were not completely sold on any particular computer science curriculum or plan of implementation. Challenges pertaining to students include teachers not having any assistance with special education students who are not necessarily ready for a computer science classroom environment. Teachers also expressed challenges in terms of student behavior and students' reluctance to work in teams, especially when there is not enough equipment for every student. Solutions to the funding challenge that worked for participants of the study included continuous fundraising and grantwriting. Administrators who were more dedicated to implementing computer science education at their middle schools had all read research about the importance of early exposure to computer science opportunities as well as project-based learning curricula. Solutions related to special education students and others who were not ready for the advanced curriculum included having multiple levels of the work available for students to feel challenged at their level. Teacher enthusiasm and ability to teach CS can be found among existing middle school teachers. Administrators who are informed about middle school CS education are in a better position to make teacher-centered and student-centered decisions about CS implementation. When administrators' visions of CS implementation align with the middle school teacher's vision of CS implementation, the social network that is generated by the administrator and CS teacher working collaboratively makes a CS program more sustainable. The alignment of middle school CS education research with existing research about diffusion of innovations makes these insights more accessible. Consequently, the implementation of middle school CS education can be better understood by using the five stages of diffusion of innovations as a theoretical framework.


Computer Projects, Grades 5-6

Computer Projects, Grades 5-6
Author: Steve Butz
Publisher: Teacher Created Resources
Total Pages: 98
Release: 2010-04
Genre: Education
ISBN: 142062394X

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Twenty teacher-tested lessons are presented with step-by-step instructions for presentation in 45-minute computer lab sessions. The lessons cover word processing, spreadsheets, and presentations. Although the lessons cover specific subject matter, teachers can modify them easily to fit their own curriculum needs.