Friday, September 05, 2008

Technologies for Creative Learning (course references) MIT LLK

Technologies for Creative Learning


from http://mas714.media.mit.edu/node/4


Constructionism

Required readings
Papert, S. (1980). Mindstorms: Children, Computers, and Powerful Ideas. Basic Books. (Foreword, Introduction, Chapter 1, Chapter 8)
Resnick, M. (2007). All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten. Proceedings of the ACM SIGCHI conference on Creativity & Cognition, Washington, DC.
Optional readings
Papert, S. (2000). What's the big idea: Towards a pedagogy of idea power. IBM Systems Journal, vol. 39, no. 3-4.


Diversity and Pluralism

Required readings
Turkle, S., & Papert, S. (1990). Epistemological Pluralism. Signs, vol. 16, no. 1
Turkle, S. (2008). Falling for Science (Introduction). MIT Press.
Optional readings
Gardner, H. (1998). A Multiplicity of Intelligences. Scientific American.


Social Learning

Required readings
Brown, J.S., and Adler, R. (2008). Minds on Fire. Educause Review.
Monroy-Hernández, A. and Resnick, M. (2008). Empowering kids to create and share programmable media, Interactions, March-April 2008.
Optional readings
Fischer, G. (2004). Social Creativity: Turning Barriers into Opportunities for Collaborative Design. Proceedings of the Participatory Design Conference


New Media Literacy

Required readings
Optional readings
diSessa, A. (2000). Changing Minds: Computers, Learning, and Literacy (Chapter 1). MIT Press.
Resnick, M. (2001). Closing the Fluency Gap. Communications of the ACM, vol. 44, no. 3.
Kay, A. (1991). Computers, Networks, and Education. Scientific American, September 1991, pp. 138-148.


Programming for Everyone

Required readings
Kelleher, C. and Pausch, R. (2007). Using Storytelling to Motivate Programming. Communications of the ACM, vol. 50 no. 7, pp. 58-64.
Perlin, K., Flanagan, M., and Hollingshead, A. (2005). The Rapunsel Project. In G. Subsol (Ed.), Virtual Storytelling, pp. 251-259. Springer Berlin.
Optional readings
Kelleher,C. and Pausch, R. (2005). Lowering the barriers to programming: A taxonomy of programming environments and languages for novice programmers. ACM Computing Surveys, vol. 37 no. 2, pp. 83-137.


Tangible Learning

Required readings
Eisenberg, M. (2003). Mindstuff: Educational Technology Beyond the Computer. Convergence.
Resnick, M. (2006). Computer as Paintbrush: Technology, Play, and the Creative Society. Play = Learning: How play motivates and enhances children's cognitive and social-emotional growth. Oxford University Press.
Optional readings
Resnick, M., Martin, F., Berg, R., Borovoy, R., Colella, V., Kramer, K., and Silverman, B. (1998). Digital Manipulatives: New Toys to Think With. Proceedings of the CHI '98 conference, pp. 281-287.


Games and Learning

Required readings
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy (Chapter 1, Chapter 2).
Optional readings
Salen, K. (2007). Gaming Literacies: A Game Design Study in Action. Journal of Educational Multimedia and Hypermedia, vol. 16, no. 3, pp. 301-322.


1-to-1 Learning

Required readings
Cavallo, D. (2008). Learning Vision. OLPC wiki.
Kozma, R. (2007). One Laptop Per Child and Education Reform. OLPC News.
Optional readings
Kozma, R. (2007). OLPC and Policy Recommendations. OLPC News.
George Lucas Educational Foundation (2006). The Maine Idea: A Computer for Every Lap.


Supporting the Learning Process

Required readings
Brown, J.S., Collins, A., and Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, vol. 18, no. 1.
Optional readings
Duckworth, E. (1987). The Having of Wonderful Ideas (Chapter 1). Teachers College Press.
Dewey, J. (1938). Experience and Education.
Activity
Create some support materials to help someone learn Scratch. You can use any media that you want (text, graphics, video, Scratch itself, etc.).
No Friday speaker 


Broadening Participation

Required readings
Rusk, N., Resnick, M., and Cooke, S. (in press). Origins and Guiding Principles of the Computer Clubhouse. In Kafai, Y., Peppler, K., & Chapman, R. (eds.), The Computer Clubhouse: Constructionism and Creativity in Youth Communities. Teachers College Press.
Optional readings
Kafai, Y., Peppler, K., & Chin, G. (2007). High Tech Programmers in Low Income Communities: Creating a Computer Culture in a Community Technology Center. In C. Steinfeld, B. Pentland, M. Ackermann, & N. Contractor (Eds.), Proceedings of the Third International Conference on Communities and Technology (pp. 545-562). Springer.

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