Teaching and Learning of Computational Modelling in Creative Shaping Processes
Abstract Today, not only diverse design-related disciplines are required to actively deal with the digitization of information and its potentials and side effects for education processes. In Germany, technology didactics developed in vocational education and computer science education in general education, both separated from media pedagogy as an after-school program. Media education is not a subject in German schools yet. However, in the paper we argue for an interdisciplinary approach to learn about computational modeling in creative processes and aesthetic contexts. It crosses the borders of programming technology, arts and design processes in meaningful contexts. Educational scenarios using smart textile environments are introduced and reflected for project based learning.
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Buechley, L. (2014). Crafting the Lilypad Arduino. Retrieved from http://makezine.com/2014/07/18/leah-buechley-crafting-the-lilypad-arduino/
Chajri, M., & Fakir, M. (2014). Application of Data Mining in e-Commerce. Journal of Information Technology Research, 7(4), 79-91. http://doi.org/10.4018/jitr.2014100106
Colomo-Palacios, R., García-Peñalvo, F. J., Stantchev, V., & Misra, S. (2017). Towards a social and context-aware mobile recommendation system for tourism. Pervasive and Mobile Computing, 38, 505-515. http://dx.doi.org/10.1016/j.pmcj.2016.03.001
Estruch, V., & Silva, J. (2006). Aprendizaje basado en proyectos en la carrera de Ingeniería Informática.
Actas de las XII Jornadas de la Enseñanza Universitaria de la Informática (JENUI 2006), Deusto, Bilbao, 12-14 de julio de 2006 (pp. 339-346).
Fernández, C., Esteban, G., Conde-González, M. Á., & García-Peñalvo, F. J. (2016). Improving Motivation in a Haptic Teaching/Learning Framework. International Journal of Engineering Education (IJEE), 32(1B), 553-562.
García-Peñalvo, F. J. (2016a). A brief introduction to TACCLE 3 – Coding European Project. In F. J.
García-Peñalvo & J. A. Mendes (Eds.), 2016 International Symposium on Computers in Education (SIIE 16). USA: IEEE. http://doi.org/10.1109/SIIE.2016.7751876
García-Peñalvo, F. J. (2016b). Proyecto TACCLE3 – Coding. In F. J. García-Peñalvo & J. A. Mendes (Eds.), XVIII Simposio Internacional de Informática Educativa, SIIE 2016 (pp. 187-189). Salamanca, España: Ediciones Universidad de Salamanca.
García-Peñalvo, F. J. (2016c). What Computational Thinking Is. Journal of Information Technology Research, 9(3), v-viii.
García-Peñalvo, F. J., Reimann, D., Tuul, M., Rees, A., & Jormanainen, I. (2016). An overview of the most relevant literature on coding and computational thinking with emphasis on the relevant issues for teachers. Belgium: TACCLE3 Consortium. http://doi.org/10.5281/zenodo.165123
Guettat, B., Chorfi, H., & Jemni, M. (2010). Automatic update of e-learning environments based on heterogeneous traces. Proceedings of the 2nd International Conference on Education Technology and Computer (ICETC 2010) (pp. V4-512-V514-516). EEUU: IEEE. http://doi.org/10.1109/ICETC.2010.5529627
Hernando Calvo, A. (2015). Viaje a la Escuela del Siglo XXI. Así trabajan los colegios más innovadores del mundo. Madrid, España: Fundación Telefónica.
Kafai, B. (2014). Connected code. Why children need to learn programming. Cambridge, MA: The MIT press.
Rosales, A. (2012). Wearable music. Creating sound effects and music by playing. Berlin: Prix Ars Electronica.
Sánchez González, L., Ferrero Castro, R., Conde González, M. Á., & Alfonso Cendón, J. (2016). Experiencia de aprendizaje basado en la implementación colaborativa de proyectos para el desarrollo de competencias emprendedoras. In F. J. García-Peñalvo & J. A. Mendes (Eds.), XVIII Simposio Internacional de Informática Educativa, SIIE 2016 (pp. 109-114). Salamanca, España: Ediciones Universidad de Salamanca.
Scopes, P., & Smith, S. P. (2010). Integrating Haptic Interaction Into An Existing Virtual Environment Toolkit. In J. Collomosse & I. Grimstead (Eds.), Theory and Practice of Computer Graphics. UK: The Eurographics Association. http://doi.org/10.2312/LocalChapterEvents/TPCG/TPCG10/241-248
TACCLE 3 Consortium. (2017). TACCLE 3: Coding Erasmus + Project website. Retrieved from http://www.taccle3.eu/
Tan, X. L. (2005). Storytelling Wearables. Retrieved from http://we-make-money-not-art.com/xiao_li_tans_st/
Trappe, C. (2012). Creative access to technology: building sounding artifacts with children. Proceedings of the 11th International Conference on Interaction Design and Children, IDC’12 (Bremen, Germany —June 12 - 15, 2012) (pp. 188-191). New York, NY, USA: ACM. http://doi.org/10.1145/2307096.2307122
Wing, J. M. (2006). Computational Thinking. Communications of the ACM, 49(3), 33-35. http://doi.org/10.1145/1118178.1118215
Wing, J. M. (2008). Computational thinking and thinking about computing. Philosophical Transactions of the Royal Society a-Mathematical Physical and Engineering Sciences, 366(1881), 3717-3725. http://doi.org/10.1098/rsta.2008.0118
Reimann, D., & Maday, C. (2017). Teaching and Learning of Computational Modelling in Creative Shaping Processes. Education in The Knowledge Society, 18(3), 87–97. https://doi.org/10.14201/eks20171838797
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