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Designing for Computational Expression: Four Principles for the Design of Learning Environments towards Computational Literacy

Designing for Computational Expression: Four Principles for the Design of Learning Environments towards Computational Literacy
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Author(s): David Weintrop (Northwestern University, USA)and Uri Wilensky (Northwestern University, USA)
Copyright: 2014
Pages: 25
Source title: Academic Knowledge Construction and Multimodal Curriculum Development
Source Author(s)/Editor(s): Douglas J. Loveless (James Madison University, USA), Bryant Griffith (Texas A&M University-Corpus Christi, USA), Margaret E. Bérci (College of Staten Island-CUNY, USA), Evan Ortlieb (Monash University, Australia)and Pamela M. Sullivan (James Madison University, USA)
DOI: 10.4018/978-1-4666-4797-8.ch006

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Abstract

In this chapter, framed by Vygotsky’s sociocultural theory, Wilensky and Papert’s restructuration theory, and Noss and Hoyles’ theoretical construct of webbing, the authors explore four practical design principles facilitating the creation of learning environments that can overcome the challenge of introducing learners to computational expression in meaningful contexts and can start learners down the path towards computational literacy. The four design principles discussed are (1) low-threshold interfaces, (2) task-specific tools, (3) visual feedback, and (4) in-context examples. The heart of this chapter presents these features and their design rationales in the context of a qualitative study examining participants’ use of RoboBuilder, a blocks-based, program-to-play game.

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