ScratchJr Coding Cards

The ScratchJr Coding Cards are a deck of 75 activity cards covering fun and exciting projects designed to educate young children with the visual programming language, ScratchJr.

ScratchJr Coding Cards

The ScratchJr Coding Cards are a deck of 75 activity cards covering fun and exciting projects designed to educate young children with the visual programming language, ScratchJr. ScratchJr is a free, introductory computer programming language that runs on iPads, Android tablets, Amazon tablets, and Chromebooks. Derived from Scratch, the wildly popular programming language used by millions of kids worldwide, ScratchJr helps even younger children (5 to 7 years old) create their own playful animations, interactive stories, and dynamic games. The ScratchJr Coding Cards encourage kids to think creatively and systematically while developing computational thinking skills. Kids will learn powerful ideas about computer science by using ScratchJr programming blocks to make characters move, jump, dance, sing, and more. As they work through the deck, they will become creative thinkers and problem solvers. Written by the ScratchJr co-creator, Prof. Marina Umaschi Bers, and Dr. Amanda Sullivan, the exercises in ScratchJr Coding Cards will encourage kids to develop coding skills as well as foundational concepts for literacy, math, planning, and problem-solving, all while having fun. The cards are created using the pedagogical approach developed by Prof. Bers to teach coding in a playful way to young children.

The Official ScratchJr Book

The Official ScratchJr Book is the perfect companion to this free app and makes coding easy and fun for all. Kids learn to program by connecting blocks of code to make characters move, jump, dance, and sing.

The Official ScratchJr Book

ScratchJr is a free, introductory computer programming language that runs on iPads, Android tablets, Amazon tablets, and Chromebooks. Inspired by Scratch, the wildly popular programming language used by millions of children worldwide, ScratchJr helps even younger kids create their own playful animations, interactive stories, and dynamic games. The Official ScratchJr Book is the perfect companion to this free app and makes coding easy and fun for all. Kids learn to program by connecting blocks of code to make characters move, jump, dance, and sing. Each chapter includes several activities that build on one another, culminating in a fun final project. These hands-on activities help kids develop computational-thinking, problem-solving, and design skills. In each activity, you’ll find: –Step-by-step, easy-to-follow directions –Ways to connect the activity with literacy and math concepts –Tips for grown-ups and teachers –Creative challenges to take the learning further By the end of the book, kids will be ready for all sorts of new programming adventures! The ScratchJr app now supports English, Spanish, Catalan, Dutch, French, Italian, and Thai.

Scratch 3 Programming Playground

More no - nonsense books from NO STARCH PRESS 78 Cards The Official PYTHON FOR KIDS SCRATCH SCRATCH SE Coding Cards ... TEAM 75 CARDS , $ 24.95 ISBN 978-1-59327-976-9 ~ Creative Coding Activities SCRATCHJR CODING CARDS Creative Coding ...

Scratch 3 Programming Playground

A project-filled introduction to coding that shows kids how to build programs by making cool games. Scratch, the colorful drag-and-drop programming language, is used by millions of first-time learners worldwide. Scratch 3 features an updated interface, new programming blocks, and the ability to run on tablets and smartphones, so you can learn how to code on the go. In Scratch 3 Programming Playground, you'll learn to code by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit! Each game includes easy-to-follow instructions with full-color images, review questions, and creative coding challenges to make the game your own. Want to add more levels or a cheat code? No problem, just write some code. You'll learn to make games like: • Maze Runner: escape the maze! • Snaaaaaake: gobble apples and avoid your own tail • Asteroid Breaker: smash space rocks • Fruit Slicer: a Fruit Ninja clone • Brick Breaker: a remake of Breakout, the brick-breaking classic • Platformer: a game inspired by Super Mario Bros Learning how to program shouldn't be dry and dreary. With Scratch 3 Programming Playground, you'll make a game of it! Covers: Scratch 3

Mobile Learning Applications in Early Childhood Education

ScratchJr coding cards : creative coding activities . San Francisco , CA : No Starch Press . Beschorner , B. , & Hutchison , A. ( 2013 ) . iPads as a literacy teaching tool in early childhood . Education Publications , 26 , 16–24 .

Mobile Learning Applications in Early Childhood Education

Mobile technologies combined with an interdisciplinary approach to knowledge and organization of learning experiences that are meaningful to children could create a creative and interactive learning environment different from that of traditional teaching. Making good use of mobile learning with appropriate devices will increase the learning motivations of the students and help them bring about positive performance. Mobile Learning Applications in Early Childhood Education is a collection of innovative research on the methods and applications of mobile learning techniques and strategies within diversified teaching settings. While highlighting topics including computational thinking, ubiquitous learning, and social development, this book is ideally designed for researchers, teachers, parents, curriculum developers, instructional designers, academicians, students, and practitioners seeking current research on the application of mobile technology within child education.

Embedding STEAM in Early Childhood Education and Care

She has contributed to the research and development of several technologies including the ScratchJr programming app, ... the STEM Stereotype: Reaching Girls in Early Childhood (2019) and co-creator of the ScratchJr Coding Cards.

Embedding STEAM in Early Childhood Education and Care

This book approaches STEAM (Science, Technology, Engineering, the Arts and Mathematics) in early childhood education from multiple angles. It focuses on the teaching and learning of children from two years of age to the early years of school. Proponents of STEAM describe how it can create opportunities for children to learn creatively, and various chapter authors make strong connections between discipline areas within the context of an informal curriculum. Others advocate for an integrated STEM, rather than STEAM, approach. With a light touch on theory and a focus on how to embed STE(A)M in an integrated early childhood curriculum, the editors and contributors examine the STEAM versus STEM question from multiple angles. The chapters provide helpful frameworks for parents, teachers and higher education institutions, and make practical suggestions for how to support young childrens inquiry learning. Drawing on pedagogy and research from around the world, this book will be of interest to scholars of STEAM education, early childhood educators, students of early childhood education and parents of young children. Caroline Cohrssen is an associate professor in the Faculty of Education at The University of Hong Kong. Her research interests include learning and teaching in the years prior to school entry. This includes the home learning environment and early childhood education settings. Susanne Garvis is a professor in the Department of Education at Swinburne University of Technology, Australia. Her research interests include quality, policy and learning in early childhood education.

Breaking the STEM Stereotype

Amanda contributed to the creation of several educational technology interfaces prototyped at DevTech, and is the cocreator of the ScratchJr Coding Cards published by No Starch Press. Amanda is also the mother of an energetic little boy ...

Breaking the STEM Stereotype

Men continue to outnumber women in numerous technical STEM (Science, Technology, Engineering, and Math) fields such as, engineering and computer science. Prior work demonstrates the importance of introducing girls to STEM content early on, before gender stereotypes are ingrained. However, many parents and teachers are not sure how to do this in a developmentally appropriate and playful way. Breaking the STEM Stereotype: Reaching Girls in Childhood by Dr. Amanda Sullivan, Ph.D. explores the various social, cultural, and psychological reasons behind the persistent gender disparity between men and women in STEM fields. By explaining the powerful role of stereotypes, the media, and experiences with peers and adults during the foundational early childhood years, this book builds the case of early childhood being a critical time in development to reach girls. Breaking the STEM Stereotype is set up in three parts. Part 1 provides the current state of the gender divide in each aspect of STEM and explores why early childhood is a critical time to address this divide. Part 2 explores gender identity development and gender stereotypes as well as the influences of the media, advertising, and adult and peer role models on young children. Finally, Part 3 arms readers with the knowledge they need to dispel gender stereotypes in STEM. It provides suggestions on tools, technologies, and kits that can be used with young girls beginning in pre-kindergarten. It provides materials needed to design effective curricula and activities to engage girls with STEM in playful ways that build on their personal interests.

Contemporary Perspectives on Research in Assessment and Evaluation in Early Childhood Education

ScratchJr: Coding for kindergarten. TuftsNow. Retrieved from http://now.tufts.edu/news-releases/scratchjr-coding-kindergarten Turns, J., Adams, R. S., Cardella, M., Atman, C.J., Martin, J., & Newman, J. (2006).

Contemporary Perspectives on Research in Assessment and Evaluation in Early Childhood Education

Researchers, educators, professional organizations, administrators, parents, and policy makers have increased their involvement in the assessment and evaluation of early childhood education programs. This interest has developed swiftly during the last decades. The National Association for the Education of Young Children (NAEYC) and the National Association of Early Childhood Specialists in State Departments of Education (NAECS/SDE) developed a position statement titled, “Early childhood curriculum, assessment, and program evaluation: Building an effective, accountable system in programs for children birth through age 8,” to address related trends, issues, guiding principles, and values. Appropriate and well-designed evaluations need to address several audiences including researchers, educators, policy makers, children, and parents. They need to encourage the implementation of a strong foundation that improves the quality of the children’s education. Child assessment and program evaluation can lead to effective results and better accountability for preschool, kindergarten, and primary school programs. The purpose of this volume is to share a collection of research strands on contemporary perspectives on research in assessment and evaluation in early childhood education. It provides a review and critical analysis of the literature on assessment and evaluation of programs, children, teachers, and settings. The volume begins with a brief introductory chapter that presents the reader with a map of the area, laying out the issues and alternatives, and linking these to the chapters that follow. It addresses several areas including (1) understanding assessment and evaluation with young children, (2) schools and assessment implications, (3) teacher evaluation and professional development, (4) social relationships and assessment, (5) content areas in early education assessment, (6) technology and assessment, and (7) conclusion with future research directions in assessment and evaluation in early childhood education. The volume is of interest to researchers, educators, policy makers, university faculty, graduate students, and general readers who are interested in research on assessment and evaluation in early childhood education. The chapters are authored by established scholars in the field.

Mobile Technologies in Children s Language and Literacy

Central to this approach is using mobile technologies to teach young children coding after using concrete resources such as symbol cards and robotic toys to teach the fundamental concepts of coding as a literacy through play.

Mobile Technologies in Children   s Language and Literacy

This book examines the ways in which mobile technologies may contribute to or disrupt literacy learning in children. Also explored is the impact mobile technologies may have on literacy definitions and practices; student, parent and teacher roles and interactions; power relations in education; and social and material interactions.

The A in STEAM

3 When the children have coded their names and the glue has dried completely, have them place their coded name around ... Jr Book: Help Your Kids Learn to Code by Marina Umaschi Bers The Official Scratch Coding Cards: Creative Coding ...

The A in STEAM

Discover new and exciting ways to teach STEM content through the arts in your early childhood program with this innovative and comprehensive guidebook. Chapters feature playful activities divided by age band that bridge early academic learning and social, emotional, physical, and mental development with active engagement in the arts. Structured activities include a materials list, safety concerns, key takeaways, and related readings, as well as explicit connections to research and national standards. With clear and concise lesson plans that walk you through activities in music, dance, media arts, visual arts, and theater, it becomes easy to bring development and learning through movement and creativity to your classroom or program.

The Art of Screen Time

This could be anything from decorating greeting cards using the Paper app, to a coding app like ScratchJr, to using YouTube to research how a volcano works. Sponsor and broker learning experiences with media in school, summer camp, ...

The Art of Screen Time

Finally: an evidence-based, reassuring guide to what to do about kids and screens, from video games to social media. Today's babies often make their debut on social media with the very first sonogram. They begin interacting with screens at around four months old. But is this good news or bad news? A wonderful opportunity to connect around the world? Or the first step in creating a generation of addled screen zombies? Many have been quick to declare this the dawn of a neurological and emotional crisis, but solid science on the subject is surprisingly hard to come by. In The Art of Screen Time, Anya Kamenetz -- an expert on education and technology, as well as a mother of two young children -- takes a refreshingly practical look at the subject. Surveying hundreds of fellow parents on their practices and ideas, and cutting through a thicket of inconclusive studies and overblown claims, she hones a simple message, a riff on Michael Pollan's well-known "food rules": Enjoy Screens. Not too much. Mostly with others. This brief but powerful dictum forms the backbone of a philosophy that will help parents moderate technology in their children's lives, curb their own anxiety, and create room for a happy, healthy family life with and without screens.

Coding Robotics and Engineering for Young Students

Use The Official ScratchJr Book or the online Scrat Jr K–2 curriculum (“Animated Genres,” available at ... project cards and Hour of Code allenges that can be used to allenge students to try new tools and coding experiences.

Coding  Robotics  and Engineering for Young Students

Coding, Robotics, and Engineering for Young Students builds foundational computer science and robotics skills and knowledge in bright Pre-K-grade 2 students. Originally developed as enrichment courses for Northwestern University's Center for Talent Development, this curriculum emphasizes active, hands-on, and collaborative learning. Students are challenged to learn computer science content, such as coding, and robotics and engineering concepts, as well as practice high-level academic skills, such as creative problem solving, computational thinking, and critical thinking. Instructional practices balance screen time with active, collaborative classroom engagement. Learning is deepened when students are challenged to navigate the transition from a virtual learning environment to a tangible learning environment. The lessons can be implemented as standalone enrichment experiences or as part of a coordinated scope and sequence that leads to higher level computer science and engineering studies. Grades Pre-K-2

Maker Literacies and Maker Identities in the Digital Age

In a constructivist study of first-grade children coding with ScratchJr,3 Bers (2018) researched children's creative ... once introduced to coding, had access to an open network of possibilities when designing a birthday card.

Maker Literacies and Maker Identities in the Digital Age

This book explores “making” in the school curriculum in a period in which the ability to create and respond to digital artifacts is key and focuses on makerspaces in educational settings. Combining the arts with design to give a fuller picture of the engagement and wonder that unfolds with maker literacies, the book moves across such settings and themes as: Creativity and writing in classrooms Making and developing civic engagement Emotional experiences of making Race and gender in makerspace Game-based play and coding in schools and draws its case studies from the Netherlands, Finland, Canada, Australia, the United Kingdom, and the United States. Giving as broad a perspective on makerspaces, making, and design as possible, the book will help scholars expand their understandings and help educators appreciate the power and worth of making to inspire students. It is useful for anyone hoping to apply design, maker, and makerspace approaches to their teaching and learning.

Coding as a Playground

For example, a recent study conducted in my DevTech research lab showed how young children in second grade could work effectively in pairs to interview one another about their ScratchJr programming projects (Portelance & Bers, 2015).

Coding as a Playground

Coding as a Playground is the first book to focus on how young children (ages 7 and under) can engage in computational thinking and be taught to become computer programmers, a process that can increase both their cognitive and social-emotional skills. Readers will learn how coding can engage children as producers—and not merely consumers—of technology in a playful way. You will come away from this groundbreaking work with an understanding of how coding promotes developmentally appropriate experiences such as problem solving, imagination, cognitive challenges, social interactions, motor skills development, emotional exploration, and making different choices. You will also learn how to integrate coding into different curricular areas to promote literacy, math, science, engineering, and the arts through a project-based approach.

Introducing a School Dog

showed them a Christmas card decorated with the usual Christmas images such as festive bells and robins. He then used Doodles' image to ... They were taught to use these algorithms to support in use of OSMO coding and Scratch Junior.

Introducing a School Dog

Animal Assisted Therapy is becoming increasingly popular in education settings, but there is very little information on how to implement it. This practical guide provides everything you need to know to introduce a therapy dog, and the various benefits that a dog can have for pupils, from young children to teenagers.

Design Make Play for Equity Inclusion and Agency

She also familiarized herself with the ScratchJr digital tool that her students would use for the lesson. ... are homogeneously grouped and receive additional teacher support to complete the task using sequence cards with pictures.

Design Make Play for Equity  Inclusion  and Agency

This pioneering book offers a resource for educators, policymakers, researchers, exhibit designers, and program developers that illuminates creative, cutting-edge ways to inspire, engage, and motivate young people about STEM learning in both informal and formal education settings. A follow-up to the popular book Design, Make, Play (2013), this volume combines new research, innovative case studies, and practical advice from the New York Hall of Science (NYSCI) to define and illustrate a vision for creative and immersive learning, focusing on STEM learning experiences that are truly equitable and inclusive, and that foster learners’ agency. Featuring contributions from program developers, facilitators, educators, exhibit designers, and researchers, the book provides real-world examples from informal and formal settings that fill the need for high-quality STEM learning opportunities that are accessible to all learners, including groups underrepresented in STEM education and careers. Chapters of the book describe strategies such as using narratives to make engineering learning more inclusive, engaging English language learners in digital design, focusing on whole-family learning, and introducing underserved students to computational thinking through an immersive computer game. This book offers both a challenge and a guide to all STEM educators in museums, science centers, and other informal and formal education settings who are seeking out ambitious and more equitable forms of engagement. With leading-edge research and practical advice, the book provides appealing and accessible forms of engagement that will support a diverse range of audiences and deepen their approach to creative STEM learning.

STEM in Early Childhood Education

Constructing the ScratchJr programming language in the early childhood classroom. International Journal of Technology and ... ScratchJr Demo: A coding language for kindergarten. ... In S. Purzer, J. Strobel, & M. E. Cardella (Eds.).

STEM in Early Childhood Education

Bringing together a diverse cohort of experts, STEM in Early Childhood Education explores the ways STEM can be integrated into early childhood curricula, highlighting recent research and innovations in the field, and implications for both practice and policy. Based on the argument that high-quality STEM education needs to start early, this book emphasizes that early childhood education must include science, technology, engineering, and mathematics in developmentally appropriate ways based on the latest research and theories. Experienced chapter authors address the theoretical underpinnings of teaching STEM in the early years, while contextualizing these ideas for the real world using illustrative examples from the classroom. This cutting-edge collection also looks beyond the classroom to how STEM learning can be facilitated in museums, nature-based learning outdoors, and after-school programs. STEM in Early Childhood Education is an excellent resource for aspiring and veteran educators alike, exploring the latest research, providing inspiration, and advancing best practices for teaching STEM in the early years.

School Library Makerspaces In Action

As more and more schools are integrating coding into their curriculum, seeking additional opportunities for ... Some of these activities include graph paper programming, learning about conditionals with a deck of cards by making up a ...

School Library Makerspaces In Action

Maker learning spaces in schools and public libraries are made real through the narratives of professional librarians around the world, comprising the collaborative activities, experiences, and perspectives of librarians as they have implemented makerspaces for students of all ages. • Provides inspirational examples of successful makerspaces in school and public libraries • Furnishes practical, immediately usable projects, assignments, and curricula • Offers needed examples of how to train maker librarians • Showcases working partnerships between school and public librarians in makerspace endeavors

Help Your Kids with Computer Science

A Unique Step-by-Step Visual Guide to Computers, Coding, and Communication DK. public-key encryption 95 public/private chat 203 publishing, on social networks 203 punch cards 81,98, 99, 122 Python 118, 130–1 ...

Help Your Kids with Computer Science

Perfect for home learning, this visual guide to computers, the Internet, and social media uses step-by-step diagrams and graphics to explore how kids can get the most from computers while staying safe. Covering everything from data to digital life, from computer coding to cyber attacks, this unique guide gives parents and kids the most up-to-date and comprehensive facts and information in a visually appealing way. It examines the technical aspects of computers, such as how they function, the latest digital devices and software, and how the Internet works. It also builds the confidence of parents and kids when facing challenges such as staying safe online, digital etiquette, and how to navigate the potential pitfalls of social media. Jargon-free language helps to explain difficult and potentially dread-inducing concepts such as hacking, Bitcoin, and malware, while colorful graphics help make learning about the world of computer science exciting. For those who want to make the most out of the digital world, Help Your Kids with Computer Science is the perfect platform to discover more. Series Overview: DK's bestselling Help Your Kids With series contains crystal-clear visual breakdowns of important subjects. Simple graphics and jargon-free text are key to making this series a user-friendly resource for frustrated parents who want to help their children get the most out of school.

100 Ideas for Primary Teachers Computing

... and thinking about inviting volunteers of parents and local businesses into school to help with the teaching of coding. ... A version for the iPad has been produced for younger users, called ScratchJr. ... IDEA 21 Is this your card?

100 Ideas for Primary Teachers  Computing

Are you looking for exciting ways to get your students interested in computing? Do you need a break down of the basics to get your confidence up before teaching it? Don't worry - help is at hand in this brand new book written by computing whizz Steve Bunce. All areas of the curriculum are introduced, and easy to implement and engaging activities are provided to get you and your students started! Steve covers all the major elements: algorithms, programming, data management, e-safety and more. He answers questions like 'How do computers work?' and introduces ways for you to develop computational thinking and digital literacy in your students. Really accessible 'ways in' which may or may not use a computer make this book something that can be picked up and used in the classroom tomorrow, whatever your level and whatever resources you have to hand. 'Tablet tips' throughout the book provide extra ideas for how to use tablets in the classroom. This book is a must-read for all primary teachers who want to implement a full, engaging computing curriculum in their classroom. Get debugging and coding today!

Internet of Things Infrastructures and Mobile Applications

Ehsan, H., Beebe, C., Cardella. M.: Promoting computational thinking in children using apps. ... Code Karts - Pre-coding for kids (2019). https://www.edokiacademy.com/en/appmontessori/discovery/code-kart/. Accessed 2 July 2019 32.

Internet of Things  Infrastructures and Mobile Applications

This book gathers papers on interactive and collaborative mobile learning environments, assessment, evaluation and research methods in mobile learning, mobile learning models, theory and pedagogy, open and distance mobile learning, life-long and informal learning using mobile devices, wearables and the Internet of Things, game-based learning, dynamic learning experiences, mobile systems and services for opening up education, mobile healthcare and training, case studies on mobile learning, and 5G network infrastructure. Today, interactive mobile technologies have become the core of many--if not all--fields of society. Not only do the younger generation of students expect a mobile working and learning environment, but also the new ideas, technologies and solutions introduced on a nearly daily basis also boost this trend. Discussing and assessing key trends in the mobile field were the primary aims of the 13th International Conference on Interactive Mobile Communication Technologies and Learning (IMCL2019), which was held in Thessaloniki, Greece, from 31 October to 01 November 2019. Since being founded in 2006, the conference has been devoted to new approaches in interactive mobile technologies, with a focus on learning. The IMCL conferences have since become a central forum of the exchange of new research results and relevant trends, as well as best practices. The books intended readership includes policymakers, academics, educators, researchers in pedagogy and learning theory, schoolteachers, further education lecturers, practitioners in the learning industry, etc.