Stefka Weber
Beiträge in merz
- Weber, Stefka: Kreatives Handeln und Bildungsorientierte visuelle Programmiersprachen
Weber, Stefka: Kreatives Handeln und Bildungsorientierte visuelle Programmiersprachen
Auf welche Weise können bereits in der Entwicklung medialer Produkte mit Programmierwerkzeugen kreative Herangehensweisen sichtbar werden? Erkenntnisse, die auf dem aktuellen Forschungsstand sowie den Ergebnissen qualitativer Interviews basieren, liefern Hinweise zur Beantwortung dieser Frage. Zudem dienen diese der Gewinnung neuer Impulse für einen möglichen Einsatz von Programmierwerkzeugen in der praktischen pädagogischen Arbeit.
In what ways can creative approaches already become visible in the development of media products with programming tools? Findings based on the current state of research and results of qualitative interviews provide indications to answering this question. In addition, these serve to gain new impulses for a possible use of programming tools in practical pedagogical work.
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Maloney, John/Resnick, Mitchel/Rusk, Natalie/Silverman, Brian/Eastmond, Evelyn (2010). The Scratch programming language and environment. ACM Transactions on Computing Education,10(4), S. 1-15. DOI: 10.1145/1868358.1868363.
Mayer, Frederick (1979). Kreativität, Illusion oder Wirklichkeit. Wien [u.a.] Europaverl.
Mayring, Philipp (2003). Qualitative Inhaltsanalyse: Grundlagen und Techniken. Weinheim: Beltz.
Md Ibharim, Laili Farhana/Yatim, Maizatul Hayati Mohamad/ Zain, Nor Zuhaidah, Mohamed/Azizan, Ummu Husna/ Fabil, Norasikin (2021). Development of Rubric to Measure Children’s Creativity in Game Design. The International journal of Multimedia & Its Applications 13(2), S. 27–34. DOI: 10.5121/ijma.2021.13203.
Montiel, Hugo/Gomez-Zermeño, Marcela Georgina (2021). Educational Challenges for Computational Thinking in K–12 Education: A Systematic Literature Review of “Scratch” as an Innovative Programming Tool. Computers 10(6), S. 69. DOI: 10.3390/computers10060069.
Resnick, Mitchel (2006). Computer as Paint Brush: Technology, Play, and the Creative Society. DOI: 10.1093/ acprof:oso/9780195304381.003.0010.
Resnick, Mitchel (2007). All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten. Creativity and Cognition 2007, CC2007 – Seeding Creativity: Tools, Media, and Environments, S. 1–6. DOI: 10.1145/1254960.1254961.
Resnick, Mitchel (2007a). Sowing the Seeds for a more Creative Society. Learning and Leading with Technology, S. 35. DOI: 10.1145/1518701.2167142.
Resnick, Mitchel/Silverman, Brian. 2005. Some reflections on designing construction kits for kids. In Proceedings of the 2005 conference on Interaction design and children (IDC ‘05). Association for Computing Machinery, New York, NY, USA, 117–122. DOI: 10.1145/1109540.1109556
Resnick, Mitchel/Maloney, John/Monroy-Hernandez, Andres/ Rusk, Natalie/Eastmond, Evelyn/Brennan, Karen/Millner, Amon/Rosenbaum, Eric/Silver, Jay/Silverman, Brian/Kafai, Yasmin (2009). Scratch: Programming for all. Communications of the ACM, 52(11), S. 60–67.
Beitrag aus Heft »2021/05 Wieselattitüden – oder vom Wesen (medialer) Kreativität«
Autor: Stefka Weber
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