2017
DOI: 10.1177/1076217517707233
|View full text |Cite
|
Sign up to set email alerts
|

Scratching Beyond the Surface of Literacy: Programming for Early Adolescent Gifted Students

Abstract: Digital technology offers new possibilities for children to play, express themselves, learn, and communicate. A recent development in online practice is a shift toward youth engaged in computer programming online communities. Programming is argued to be the new literacy of the millennium. In this article, I examine the use of Scratch, an online programming community, as a means to support digital literacy for early adolescent gifted, talented, and creative students. In addition, I share the experiences of an e… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
37
0
1

Year Published

2018
2018
2022
2022

Publication Types

Select...
7

Relationship

2
5

Authors

Journals

citations
Cited by 20 publications
(38 citation statements)
references
References 26 publications
(47 reference statements)
0
37
0
1
Order By: Relevance
“…In the findings section above we have identified a broad variety in how digital literacy is defined and used in the research literature in the context of elementary and primary education. This finding is not new or surprising, as the term is often explicitly referred to as ambiguous and broad (Stepic, 2013;Aesaert, Vanderlinde, Tondeur & van Braak, 2013;Hagge, 2017;Underwood, Parker & Stone, 2013;Merchant, 2009). Unlike the dominant perspective in the literature about digital literacy, we do not, however, think the broadness and multiple meanings of digital literacy is a problem that needs to be overcome.…”
Section: Towards a Conceptualization Of Standpoints In Definitions Ofmentioning
confidence: 81%
“…In the findings section above we have identified a broad variety in how digital literacy is defined and used in the research literature in the context of elementary and primary education. This finding is not new or surprising, as the term is often explicitly referred to as ambiguous and broad (Stepic, 2013;Aesaert, Vanderlinde, Tondeur & van Braak, 2013;Hagge, 2017;Underwood, Parker & Stone, 2013;Merchant, 2009). Unlike the dominant perspective in the literature about digital literacy, we do not, however, think the broadness and multiple meanings of digital literacy is a problem that needs to be overcome.…”
Section: Towards a Conceptualization Of Standpoints In Definitions Ofmentioning
confidence: 81%
“…Gee (2013) offered a framework in understanding how game environments, such as those found in online coding apps Code.org and Scratch (scratch.mit.edu), assist in learning noting that video gaming itself is a form of literacy. He referred to a "good" game environment as one that enables and reinforces learning, active exploration, and player autonomy, which a coding app such as Scratch allows due to the open-ended nature and full user control (Hagge, 2017;Kafai & Burke, 2014;Thompson, et al, 2018). Table 1 provides a brief summary of this framework, featuring those principles most pertinent to the current study.…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…Computer science learning activities are often structured like games allowing students to think logically through steps within highly motivational, problem-based environments that integrate a variety of skills including media and text literacies, in order to come up with viable solutions and meet the goals set forth within the game (Hagge, 2017;Hutchison et al, 2015).…”
Section: Review Of Literaturementioning
confidence: 99%
See 2 more Smart Citations