2015 IEEE Frontiers in Education Conference (FIE) 2015
DOI: 10.1109/fie.2015.7344030
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Empowering teachers to teach CS — Exploring a social constructivist approach for CS CPD, using the Bridge21 model

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Cited by 4 publications
(3 citation statements)
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“…Given that computer science is largely problem driven, Constructionism and Problem-based learning are two learning theories long associated with teaching computer science [23]- [26], [27].…”
Section: Design Thinking In Computer Science 21 Computer Science Pedmentioning
confidence: 99%
“…Given that computer science is largely problem driven, Constructionism and Problem-based learning are two learning theories long associated with teaching computer science [23]- [26], [27].…”
Section: Design Thinking In Computer Science 21 Computer Science Pedmentioning
confidence: 99%
“…Bridge21 is not only a pedagogical model, but an ongoing empirical research project, following a design based research approach (Wang & Hannafin, 2005). It has been used across a wide range of subject areas both in the formal and informal learning environments: Digital Media (Lawlor, Marshall & Tangney, 2016), Cross curricular (Sullivan, Marshall & Tangney, 2015), Computer Science (Byrne, O'Sullivan, & Sullivan, 2017;Tangney, Oldham, Conneely, Barrett & Lawlor, 2010), History (O'Donovan, McCrea, Gallagher & Tangney, 2016 and Teacher Professional Development (Girvan, Conneely, & Tangney, 2016;Byrne, Fisher & Tangney, 2015;Conneely, Girvan, Lawlor & Tangney, 2015).…”
Section: Introduction: Bridge21 Backgroundmentioning
confidence: 99%
“…En consecuencia, el impacto es importante, así los autores James y George (2009) lo consideran un elemento clave para el éxito de los estudiantes en ciencias de la computación debido a que enfatiza la abstracción y la automatización (Park, Hyun, & Heuilan, 2015). Sáez-López et al (2016), muestran los resultados favorables de enseñar conceptos de computación en los primeros años escolares debido a la motivación que causa el entorno Scratch, para muchos profesores es una herramienta nueva y representa un reto aprender a usarlo e integrarlo en el aula, pero altamente justificable el esfuerzo debido a la aceptación de los niños, considerando que para ellos también es reto a vencer (Sentance & Csizmadia, 2017;Wong, Cheung, Ching, & Huen, 2015;Saari, Blanchfield, & Hopkins, 2016;Byrne, Fisher, & Tangney, 2015;Zeng, 2015;Bustillo & Garaizar, 2015;Calao, Moreno-León, Correa, & Robles, 2015;Dorling & White, 2015). Otras Instituciones y profesores han usado entornos alternativos a Scratch porque coinciden en los beneficios que aportan en los estudiantes (Cheng, Fu, & Chen, 2016;Worrell, Brand, & Repenning, 2015;Jenkins, 2015;Berland & Wilensky, 2015;Han, Kim, & Wohn, 2015;Sarmento, Reis, Zaramella, Almeida, & Tacla, 2015) e inclusive han propuesto contenidos temáticos o cursos para niños de 11-12 años (Duncan & Bell, 2015;Hui-Chi, Chiu-Fan, Cheng-Chih, & Yu-Tzu, 2015;Yadav, Mayfield, Zhou, Hambrusch, & Korb, 2014) y la organización de torneos abiertos para niños de hasta 14 años indica una confianza global por parte de las Instituciones educativas (UK Bebras Computational Thinking Challenge, 2015;Talent Search, 2015).…”
Section: Preuniversitariounclassified