Programmable gaming environments for four year olds

Main Article Content

Edith K. Ackermann

Abstract

Learning to program in kindergarten? Why '? What we can 'be interesting in this for a child? What can 'learn? This article' intended for researchers, designers, educators and parents, they all have good reasons for questioning.

Article Details

Section
Articles - Special Issue

References

Ackermann E. (1991), The “Agency” Model of Transactions: Toward an Understanding of Children’s Theory of Control, in Harel I. & Papert S. (eds), Constructionism, Ablex Publisher, Norwood, NJ.

Ackermann E. (2000), Relating to things that think: Animated toys, artificial creatures, avatars, I3 Magazine: The European Network for Intelligent Information Interfaces, n. 8, July, pp. 2-5.

Ackermann E., Archinto F. (2001), Giochi linguistici, scrittura digitale, alfabetizzazioni emergenti, TD – Tecnologie Didattiche, n. 24, pp. 41-54.

Ackermann E., Strohecker C. (1999), Build, Launch, Convene: Sketches for Constructive-Dialogic Learning Environments, MERL Technical Report, TR99-30.

Ananny M. (2001), Telling Tales: Supporting written literacy with computational toys, Unpublished Master Thesis, The MIT Media Laboratory, Cambridge, MA.

Barchi P., Cagliari P., Giacopini E. (2001), Encounters between children and robotics, in Askildsen T., Barchi P., Cagliari P., Chioccariello A., Giacopini E., Gustafsson B., Lindh J., Manca S., Rausch M., Sarti L., Construction kits made of Atoms and Bits. Research findings & perspectives, CAB Del. 25, http://cab.itd.ge.cnr.it/p ublic/deliverables/booklet/ booklet-CRE.pdf

Brandes A. (1996), Elementary School Children’s Images of Science, in Kafai Y. B., Resnick M. (eds), Constructionism in Practice: Designing, Learning and Thinking in a Digital World, Lawrence Erlbaum Associates, Hillsdale, NJ.

Cassell J., Ryokai K. (2001), Making Space for Voice: Technologies to Support Children’s Fantasy and Storytelling, Personal Technologies, 5(3), pp. 203-224.

Chioccariello A., Manca S., Sarti L. (2002), La fabbrica dei robot, TD Tecnologie Didattiche, n. 27, pp. 56--67.

Granott N. (1991), Puzzled Minds and Weird Creatures: Phases in the Spontaneous Process of Knowledge Construction, in Harel I. & Papert S. (eds), Constructionism, Ablex Publisher, Norwood, NJ, pp. 295-311.

Maeda J. (2000), Design by numbers, The MIT Press, Cambridge, MA.

Martin F. G. (1988), Children, cybernetics, and programmable turtles, Unpublished Master’s thesis, Department of Mechanical Engineering, MIT, Cambridge, MA.

Papert S. (1980), Mindstorms: Children, Computers, and Powerful Ideas, Basic Books, New York.

Papert S. (1993), The Children’s Machine: Rethinking School in the Age of the Computer, Basic Books, New York.

Resnick M., Berg R., Eisenberg M. (2000), Beyond Black Boxes: Bringing Transparency and Aesthetics Back to Scientific Investigation, Journal of the Learning Sciences, vol. 9, n. 1, pp. 7-30 (tr. it. in questo numero).

Turkle S. (1984), The Second Self: Computers and the Human Spirit, Simon and Schuster, New York. Turkle S. (1995), Life on the Screen: Identity in the Age of the Internet, Simon and Schuster, New York.