TY - GEN
T1 - Digital culture creative classrooms (DC3)
T2 - 12th International Conference on Interaction Design and Children, IDC 2013
AU - Tinapple, David
AU - Sadauskas, John
AU - Olson, Loren
N1 - Copyright:
Copyright 2013 Elsevier B.V., All rights reserved.
PY - 2013
Y1 - 2013
N2 - Children and young adults are immersed in digital culture, but most are not familiar with the computational thinking behind the latest tools and technologies. There are few opportunities in secondary school curricula for students to learn such practices, but we believe that skills such as computational thinking, creative coding, collaboration, innovation, and information literacy can be taught in a highly effective manner by using aesthetic challenges as a motivation. In other words, by engaging students in creative digital arts projects they are naturally driven to acquire the many new skills to effectively use and understand the computational tools and techniques involved in creating digital and interactive projects. In this paper, we outline a project-based digital arts curriculum through which novice middle/high school students are intrinsically motivated to learn and apply science, technology, engineering and mathematics (STEM) skills and computational thinking.
AB - Children and young adults are immersed in digital culture, but most are not familiar with the computational thinking behind the latest tools and technologies. There are few opportunities in secondary school curricula for students to learn such practices, but we believe that skills such as computational thinking, creative coding, collaboration, innovation, and information literacy can be taught in a highly effective manner by using aesthetic challenges as a motivation. In other words, by engaging students in creative digital arts projects they are naturally driven to acquire the many new skills to effectively use and understand the computational tools and techniques involved in creating digital and interactive projects. In this paper, we outline a project-based digital arts curriculum through which novice middle/high school students are intrinsically motivated to learn and apply science, technology, engineering and mathematics (STEM) skills and computational thinking.
KW - Computer science
KW - Digital art
KW - Education
KW - K-12
KW - Motivation
KW - Programming
KW - STEM
UR - http://www.scopus.com/inward/record.url?scp=84880518078&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84880518078&partnerID=8YFLogxK
U2 - 10.1145/2485760.2485803
DO - 10.1145/2485760.2485803
M3 - Conference contribution
AN - SCOPUS:84880518078
SN - 9781450319188
T3 - ACM International Conference Proceeding Series
SP - 380
EP - 383
BT - Proceedings of IDC 2013 - The 12th International Conference on Interaction Design and Children
Y2 - 24 June 2013 through 27 June 2013
ER -