Редактирование: Kafai/Connected Code: Why Children Need to Learn Programming

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important elements of Papert’s dream remain unfulfilled. Papert envisioned a world in which children would not only interact with premade computer applications but would design, create, and program with computational media—and, in the process, learn important problem-solving skills and project-design strategies. What happened to [[Papert]]’s dream?
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important elements of Papert’s dream remain unfulfilled. Papert envisioned a world in which children would not only interact with premade computer applications but would design, create, and program with computational media—and, in the process, learn important problem-solving skills and project-design strategies. What happened to Papert’s dream?
  
  
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Computers—desktops, laptops, tablets, and mobile devices—have tangibly and personally become extensions of ourselves,3 and coding, once solely the erudite pastime of techies, is now being recognized by educators and theorists as a crucial skill, even a new literacy, for all children.
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Computers—desktops, laptops, tablets, and mobile devices—have tangibly and personally become extensions of ourselves,3 and coding, once solely the erudite pastime of techies, is now being recognized by educators and theorists as a crucial skill, even a new literacy, for all children.4
  
  
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One significant push for programming’s resurgence has come from an unexpected source—the do-it-yourself ([[DIY]]) ethos that is characteristic of digital youth cultures. Computers now are accessible inside and outside of school, and children use their personal machines to innovate with technology by creating their own video games, interactive art projects, and even programmable clothes through electronic textiles. The same computers on which they create these homespun items also connect them to wider networks of other young users who share common interests and the commitment to “doing it ourselves” through a mutual [[DIY]] ethic.
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One significant push for programming’s resurgence has come from an unexpected source—the do-it-yourself (DIY) ethos that is characteristic of digital youth cultures. Computers now are accessible inside and outside of school, and children use their personal machines to innovate with technology by creating their own video games, interactive art projects, and even programmable clothes through electronic textiles. The same computers on which they create these homespun items also connect them to wider networks of other young users who share common interests and the commitment to “doing it ourselves” through a mutual DIY ethic.
  
  
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Educators have used notions of “[[communities of practice]]” as well as “[[affinity groups]]” and “[[affinity space]]s” to try to understand the role that is played by social interplay in the learning process. This focus on community relates directly to the rise of the Internet as a new way to interact with others. As the Web has evolved, society’s comprehension of what is meant by the notion of community has shifted tremendously in a very short amount of time. Chatrooms, massive multiplayer online role-playing games, and social networks (such as Facebook, Twitter, and LinkedIn) are examples of communities that are virtual but have roots in the physical presence of daily life. The capacity to build is another characteristic of Web 2.0 technology.
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Educators have used notions of “[[communities of practice]]” as well as “[[affinity groups]]” and “affinity spaces” to try to understand the role that is played by social interplay in the learning process. This focus on community relates directly to the rise of the Internet as a new way to interact with others. As the Web has evolved, society’s comprehension of what is meant by the notion of community has shifted tremendously in a very short amount of time. Chatrooms, massive multiplayer online role-playing games, and social networks (such as Facebook, Twitter, and LinkedIn) are examples of communities that are virtual but have roots in the physical presence of daily life. The capacity to build is another characteristic of Web 2.0 technology.
  
 
=== MOOSE Crossing ===
 
=== MOOSE Crossing ===
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total of fifty-two collab teams (139 participants) registered to participate in the initial Collab Challenge in January 2011. About 41.7 percent of the participants were relative newcomers to the community, and 48 percent of the participants had been on Scratch for more than three months.Comments made by experienced Scratchers suggest that the Challenge stimulated renewed interest in participating in the online community. One Scratcher who had been with the community for over two years thanked the team for hosting the Challenge:
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total of fifty-two collab teams (139 participants) registered to participate in the initial Collab Challenge in January 2011. About 41.7 percent of the participants were relative newcomers to the community, and 48 percent of the participants had been on Scratch for more than three months.50 Comments made by experienced Scratchers suggest that the Challenge stimulated renewed interest in participating in the online community. One Scratcher who had been with the community for over two years thanked the team for hosting the Challenge:
  
  

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