Table of Contents
59 relations: Agent-based model, AgentCubes, AgentSheets, Alan Kay, Alexander Repenning, Applied linguistics, Bangalore, Coaching, Comparison of multi-paradigm programming languages, Constructivism (philosophy of education), Cynthia Solomon, Dataflow, Digital storytelling, Discovery learning, Edith Ackermann, Education, Epistemology, Eric Klopfer, Etoys (programming language), Experiential learning, Idit Harel, Inquiry-based learning, Jean Piaget, Lego, Lego Mindstorms, Lego Mindstorms EV3, Lego Serious Play, Lisp (programming language), Logo (programming language), Media studies, Mental model, Mindstorms (book), MIT Media Lab, Mitchel Resnick, Morphic (software), National Science Foundation, NetLogo, Object-oriented programming, OLPC XO, One Laptop per Child, Open Source Physics, OpenStreetMap, PARC (company), Physical Etoys, Praxis (process), Problem-based learning, Programming language, Project-based learning, Reflective programming, S-expression, ... Expand index (9 more) »
- Learning theory (education)
Agent-based model
An agent-based model (ABM) is a computational model for simulating the actions and interactions of autonomous agents (both individual or collective entities such as organizations or groups) in order to understand the behavior of a system and what governs its outcomes.
See Constructionism (learning theory) and Agent-based model
AgentCubes
AgentCubes is an educational programming language for children to create 3D and 2D online games and simulations.
See Constructionism (learning theory) and AgentCubes
AgentSheets
AgentSheets was one of the first modern block-based programming languages designed for children.
See Constructionism (learning theory) and AgentSheets
Alan Kay
Alan Curtis Kay (born May 17, 1940) published by the Association for Computing Machinery 2012 is an American computer scientist best known for his pioneering work on object-oriented programming and windowing graphical user interface (GUI) design.
See Constructionism (learning theory) and Alan Kay
Alexander Repenning
Alexander Repenning is the Director of the Scalable Game Design project, a computer science professor adjunct, a founder of AgentSheets Inc., and a member of the Center for Lifelong Learning and Design at the University of Colorado in Boulder.
See Constructionism (learning theory) and Alexander Repenning
Applied linguistics
Applied linguistics is an interdisciplinary field which identifies, investigates, and offers solutions to language-related real-life problems.
See Constructionism (learning theory) and Applied linguistics
Bangalore
Bangalore, officially Bengaluru (ISO: Beṁgaḷūru), is the capital and largest city of the southern Indian state of Karnataka.
See Constructionism (learning theory) and Bangalore
Coaching
Coaching is a form of development in which an experienced person, called a coach, supports a learner or client in achieving a specific personal or professional goal by providing training and guidance.
See Constructionism (learning theory) and Coaching
Comparison of multi-paradigm programming languages
Programming languages can be grouped by the number and types of paradigms supported.
See Constructionism (learning theory) and Comparison of multi-paradigm programming languages
Constructivism (philosophy of education)
Constructivism in education is a theory that suggests that learners do not passively acquire knowledge through direct instruction.
See Constructionism (learning theory) and Constructivism (philosophy of education)
Cynthia Solomon
Cynthia Solomon is an American computer scientist known for her work in popularizing computer science for students.
See Constructionism (learning theory) and Cynthia Solomon
Dataflow
In computing, dataflow is a broad concept, which has various meanings depending on the application and context.
See Constructionism (learning theory) and Dataflow
Digital storytelling
Digital storytelling is a short form of digital media production that allows everyday people to create and share their stories online.
See Constructionism (learning theory) and Digital storytelling
Discovery learning
Discovery learning is a technique of inquiry-based learning and is considered a constructivist based approach to education.
See Constructionism (learning theory) and Discovery learning
Edith Ackermann
Edith K. Ackermann (April 23, 1946 – December 24, 2016) was a Swiss-born American psychologist who explored the interactions between developmental psychology, play, learning and design.
See Constructionism (learning theory) and Edith Ackermann
Education
Education is the transmission of knowledge, skills, and character traits and manifests in various forms.
See Constructionism (learning theory) and Education
Epistemology
Epistemology is the branch of philosophy concerned with knowledge.
See Constructionism (learning theory) and Epistemology
Eric Klopfer
Eric Klopfer (born October 8, 1970) is a professor and director of the Scheller Teacher Education Program and the education arcade at MIT.
See Constructionism (learning theory) and Eric Klopfer
Etoys (programming language)
Etoys is a child-friendly computer environment and object-oriented prototype-based programming language for use in education.
See Constructionism (learning theory) and Etoys (programming language)
Experiential learning
Experiential learning (ExL) is the process of learning through experience, and is more narrowly defined as "learning through reflection on doing".
See Constructionism (learning theory) and Experiential learning
Idit Harel
Idit R. Harel (born Idit Ron; September 18, 1958) is an Israeli-American entrepreneur and CEO of Globaloria.
See Constructionism (learning theory) and Idit Harel
Inquiry-based learning
Inquiry-based learning (also spelled as enquiry-based learning in British English) is a form of active learning that starts by posing questions, problems or scenarios.
See Constructionism (learning theory) and Inquiry-based learning
Jean Piaget
Jean William Fritz Piaget (9 August 1896 – 16 September 1980) was a Swiss psychologist known for his work on child development.
See Constructionism (learning theory) and Jean Piaget
Lego
Lego (stylised as LEGO) is a line of plastic construction toys manufactured by the Lego Group, a privately held company based in Billund, Denmark.
See Constructionism (learning theory) and Lego
Lego Mindstorms
Lego Mindstorms (sometimes stylized as LEGO MINDSTORMS) is a discontinued line of educational kits for building programmable robots based on Lego bricks.
See Constructionism (learning theory) and Lego Mindstorms
Lego Mindstorms EV3
LEGO Mindstorms EV3 (stylized: LEGO MINDSTORMS EV3) is the third generation robotics kit in LEGO's Mindstorms line.
See Constructionism (learning theory) and Lego Mindstorms EV3
Lego Serious Play
LEGO SERIOUS PLAY is a facilitation methodology developed at The Lego Group.
See Constructionism (learning theory) and Lego Serious Play
Lisp (programming language)
Lisp (historically LISP, an abbreviation of "list processing") is a family of programming languages with a long history and a distinctive, fully parenthesized prefix notation.
See Constructionism (learning theory) and Lisp (programming language)
Logo (programming language)
Logo is an educational programming language, designed in 1967 by Wally Feurzeig, Seymour Papert, and Cynthia Solomon.
See Constructionism (learning theory) and Logo (programming language)
Media studies
Media studies is a discipline and field of study that deals with the content, history, and effects of various media; in particular, the mass media.
See Constructionism (learning theory) and Media studies
Mental model
A mental model is an internal representation of external reality: that is, a way of representing reality within one's mind.
See Constructionism (learning theory) and Mental model
Mindstorms (book)
Mindstorms: Children, Computers, and Powerful Ideas is a book by computer scientist Seymour Papert, in which he argues for the benefits of teaching computer literacy in primary and secondary education.
See Constructionism (learning theory) and Mindstorms (book)
MIT Media Lab
The MIT Media Lab is a research laboratory at the Massachusetts Institute of Technology, growing out of MIT's Architecture Machine Group in the School of Architecture.
See Constructionism (learning theory) and MIT Media Lab
Mitchel Resnick
Mitchel Resnick (born June 12, 1956) is an American computer scientist.
See Constructionism (learning theory) and Mitchel Resnick
Morphic (software)
Morphic is an interface construction environment which uses graphical objects called "Morphs" for simplified GUI-building which allow for flexibility and dynamism.
See Constructionism (learning theory) and Morphic (software)
National Science Foundation
The U.S. National Science Foundation (NSF) is an independent agency of the United States federal government that supports fundamental research and education in all the non-medical fields of science and engineering.
See Constructionism (learning theory) and National Science Foundation
NetLogo
NetLogo is a programming language and integrated development environment (IDE) for agent-based modeling.
See Constructionism (learning theory) and NetLogo
Object-oriented programming
Object-oriented programming (OOP) is a programming paradigm based on the concept of objects, which can contain data and code: data in the form of fields (often known as attributes or properties), and code in the form of procedures (often known as methods).
See Constructionism (learning theory) and Object-oriented programming
OLPC XO
The OLPC XO (formerly known as $100 Laptop, Children's Machine, 2B1) is a low cost laptop computer intended to be distributed to children in developing countries around the world, to provide them with access to knowledge, and opportunities to "explore, experiment and express themselves" (constructionist learning).
See Constructionism (learning theory) and OLPC XO
One Laptop per Child
One Laptop per Child (OLPC) was a non-profit initiative that operated from 2005 to 2014 with the goal of transforming education for children around the world by creating and distributing educational devices for the developing world, and by creating software and content for those devices.
See Constructionism (learning theory) and One Laptop per Child
Open Source Physics
Open Source Physics, or OSP, is a project sponsored by the National Science Foundation and Davidson College, whose mission is to spread the use of open source code libraries that take care of a lot of the heavy lifting for physics: drawing and plotting, differential equation solvers, exporting to animated GIFs and movies, etc., tools, and compiled simulations for physics and other numerical simulations.
See Constructionism (learning theory) and Open Source Physics
OpenStreetMap
OpenStreetMap (OSM) is a free, open geographic database updated and maintained by a community of volunteers via open collaboration.
See Constructionism (learning theory) and OpenStreetMap
PARC (company)
SRI Future Concepts Division (formerly Palo Alto Research Center, PARC and Xerox PARC) is a research and development company in Palo Alto, California.
See Constructionism (learning theory) and PARC (company)
Physical Etoys
Physical Etoys is a free open-source extension of Etoys developed by Gonzalo Zabala, Ricardo Moran, Sebastián Blanco and Matías Teragni at the Universidad Abierta Interamericana.
See Constructionism (learning theory) and Physical Etoys
Praxis (process)
Praxis is the process by which a theory, lesson, or skill is enacted, embodied, realized, applied, or put into practice.
See Constructionism (learning theory) and Praxis (process)
Problem-based learning
Problem-based learning (PBL) is a teaching method in which students learn about a subject through the experience of solving an open-ended problem found in trigger material.
See Constructionism (learning theory) and Problem-based learning
Programming language
A programming language is a system of notation for writing computer programs.
See Constructionism (learning theory) and Programming language
Project-based learning
Project-based learning is a teaching method that involves a dynamic classroom approach in which it is believed that students acquire a deeper knowledge through active exploration of real-world challenges and problems.
See Constructionism (learning theory) and Project-based learning
Reflective programming
In computer science, reflective programming or reflection is the ability of a process to examine, introspect, and modify its own structure and behavior.
See Constructionism (learning theory) and Reflective programming
S-expression
In computer programming, an S-expression (or symbolic expression, abbreviated as sexpr or sexp) is an expression in a like-named notation for nested list (tree-structured) data.
See Constructionism (learning theory) and S-expression
Scratch (programming language)
Scratch is a high-level, block-based visual programming language and website aimed primarily at children as an educational tool, with a target audience of ages 8 to 16.
See Constructionism (learning theory) and Scratch (programming language)
Second-language acquisition
Second-language acquisition (SLA), sometimes called second-language learning—otherwise referred to as L2 (language 2) acquisition, is the process by which people learn a second language.
See Constructionism (learning theory) and Second-language acquisition
Seymour Papert
Seymour Aubrey Papert (29 February 1928 – 31 July 2016) was a South African-born American mathematician, computer scientist, and educator, who spent most of his career teaching and researching at MIT.
See Constructionism (learning theory) and Seymour Papert
SimCity
SimCity is an open-ended city-building video game franchise originally designed by Will Wright.
See Constructionism (learning theory) and SimCity
Smalltalk
Smalltalk is a purely object oriented programming language (OOP) that was originally created in the 1970s for educational use, specifically for constructionist learning, but later found use in business.
See Constructionism (learning theory) and Smalltalk
StarLogo
StarLogo is an agent-based simulation language developed by Mitchel Resnick, Eric Klopfer, and others at the Massachusetts Institute of Technology (MIT) Media Lab and Scheller Teacher Education Program in Massachusetts.
See Constructionism (learning theory) and StarLogo
Turtle graphics
In computer graphics, turtle graphics are vector graphics using a relative cursor (the "turtle") upon a Cartesian plane (x and y axis).
See Constructionism (learning theory) and Turtle graphics
Type system
In computer programming, a type system is a logical system comprising a set of rules that assigns a property called a ''type'' (for example, integer, floating point, string) to every term (a word, phrase, or other set of symbols).
See Constructionism (learning theory) and Type system
Wally Feurzeig
Wallace "Wally" Feurzeig (June 10, 1927 – January 4, 2013) was an American computer scientist who was co-inventor, with Seymour Papert and Cynthia Solomon, of the programming language Logo, and a well-known researcher in artificial intelligence (AI).
See Constructionism (learning theory) and Wally Feurzeig
See also
Learning theory (education)
- Abolitionist teaching
- Algorithmic learning theory
- Annemarie Palincsar
- Behavioral cusp
- Cephalonian method
- Cognitive clarity theory of learning to read
- Comprehension approach
- Concept learning
- Conceptual change
- Connectivism
- Constructionism (learning theory)
- Constructivist teaching methods
- Dreyfus model of skill acquisition
- Educational theory of apprenticeship
- Exemplar theory
- Forward testing effect
- Four stages of competence
- Generalization (learning)
- Hebbian theory
- Hypothesis Theory
- Integrative learning
- Knowledge building
- Kolb's experiential learning
- Learning styles
- Learning theory (education)
- MaMaMedia, Inc.
- Melodic learning
- Neurodevelopmental framework for learning
- Power law of practice
- Practice-based professional learning
- Principles of learning
- Reflective learning
- Reflective practice
- Seductive details
- Teaching games for understanding
- Video-based reflection
- Zaltman metaphor elicitation technique
References
Also known as Constructionist Learning.