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Сайт smwiki.mgpu.ru - Энциклопедия вычислительного мышления - развивает инициативу по развитию навыков 21го века в России. Основой сайта являются материалы книги "Обучение детей программированию:залог развития человеческого капитала в XXI веке. Руководство для российских политиков и практиков в области образования" - (Children Learning to Code Book).
Содержание
Использование энциклопедии
При подготовке печатной версии книги мы поняли, что её материалы нуждаются в постоянном обновлении. Это касается и образовательных политик в области информационных технологий, учебных сред и образовательных практик формирования навыков вычислительного мышления. В связи с этим мы приняли решения о создании живой версии книги, которая будет обновляться и использоваться в первую очередь учащимися и преподавателями МГПУ, а также учителями Москвы и других город.
Программа «Основы алгоритмизации и программирования»
Программа «Основы алгоритмизации и программирования»
Возможности энциклопедии
В работе вики-площадки используются возможности Semantic MediaWiki и мы можем собирать содержание страниц, формируя запросы к системе. Например, какие среды обучения подходят для возраста 8 лет? #Ask -
- AlgoBlock, Beetle Blocks, Codemoji, Josef, Karel, Kodu, LogoWriter, Pencil Code, Pocket Code, Robo Pro Light, Scratch, Stencyl, Tangible Programming Bricks, Tynker, Лого
Кроме того, здесь действует Scratch разметка и можно собирать визуальные блоки программ:
создать клон [себя самого v] всегда если <касается цвета [#999999]?>, то ЕдимДобычу ::custom иначе Поиск ::custom конец
Среды обучения программированию
Образовательные стандарты
Empowered Learner:: #0000FF C
Empowered Learner
- Analyze age-appropriate data
- Appropriation (the ability to meaningfully sample and remix media content)
- Ask questions, suggest solutions, test ideas to solve problems
- Become familiar with age-appropriate criteria for evaluating digital content
- Begin to transfer their learning to different tools or learning environments
- Break a problem into parts and identify ways to solve the problem
- Break down problems into smaller parts, identify key information and propose solutions
- Build a network of experts and peers within school policy
- Collaborate with a teacher to employ appropriate research techniques to locate digital resources
- Create digital artifacts to communicate ideas visuall
- Create original works and learn strategies for remixing
- Demonstrate an understanding of the role an online identity plays in the digital world
- Demonstrate an understanding of what personal data is
- Demonstrate an understanding that technology is all around them and the importance of keeping their information private
- Demonstrate and encourage respect for intellectual property
- Demonstrate perseverance when working to complete a challenging task
- Demonstrate perseverance when working with open-ended problems
- Develop learning goals in collaboration with an educator, select the technology tools to achieve them
- Engage in a cyclical design process to develop prototypes
- Explore a variety of teacher-selected tools to organize information
- Explore a variety of technologies that will help them in their learning
- Explore and practice how a design process works to generate ideas
- Explore different points of view on various topics
- Explore or solve problems by selecting technology for data analysis
- Explore real-world issues and problems and share their ideas
- Explore real-world problems and issues and collaborate with others to find answers or solutions
- Identify a problem and select appropriate technology tools to explore
- Identify types of technologies in their world
- Learn about audience and consider their expected audience
- Learn about ownership and sharing of information
- Learn about various technologies that can be used to connect to others or make their leaning environments personal
- Learn how to evaluate sources
- Multitasking
- Negotiation
- Networking
- Organize information and make meaningful connections between resources
- Perform a variety of roles within a team using age-appropriate technology
- Practice and encourage others in safe, legal and ethical behavior
- Practice responsible use of technology through teacher-guided online activities
- Recognize performance feedback from digital tools
- Seek from feedback from both people and features embedded in digital tools
- Select effective technology to represent data
- Select technology to share their ideas
- Share ideas in multiple ways
- Simulation (the ability to interpret and construct dynamic models of real world processes)
- Students choose different tools for creating something new
- Students use technology tools to work with friends
- Take on different team roles
- Understand and explore basic concepts related to automation, patterns and algorithmic thinking
- Understand how technology is used to make a task easier
Информацию по работе с этой вики можно найти в справочном руководстве.