Apprendre la programmation à des enfants « guyhom.net
In a recent PC Pro article, Professor Steven Furber, developer of the ARM microprocessor, laments the sharp decline in interest in computer science classes in the UK. And although the U.S. hasn't seen that same drop in enrollment, a recent survey of some 14,000 U.S. high school teachers by the Computer Science Teachers Association found that only 65% of respondents taught in a school that offered some sort of introductory computer science course. As our world becomes more tech-oriented, educators are faced with not just teaching children how to use computers, but how to build and program them as well.
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Environments for Teaching Kids to Program and Explorer the World Through Code Mark Verber September 2006 / Minor Update Oct 2007 -- needs more about AgentSheet, Alice, Ruby, and Scratch My ten year old daughter asked me to help her learn to program. It's not that she's interested in computer science, it's that she knows that programming is required to create games and other things that she has imagined. I investigated a multitude of languages / environments. The following is what I decided would be the best languages for instructing kids:
Teaching kids how to write computer programs, by Marshall Brain by Marshall Brain Let's say that you have children, and you would like to help them learn computer programming at a youngish age. As the father of four kids, I have tried to approach it from several different angles. What I would like to do here is collect some ideas for parents who are looking for different options. Let's start with a something important: Every kid is different.
Le Monde | • Mis à jour le | Par Rémi Sussan Programmer, c’est difficile : penser logiquement, par étapes, sans en sauter aucune et en envisageant toutes les possibilités de ses actions demande une grande attention, une grande rigueur. Mais à ces complications s’ajoute encore l’apprentissage d’une syntaxe extrêmement ardue, qui ne supporte pas la moindre faute, à la virgule près. Sans compter que ladite syntaxe nous prend à rebrousse-poil. La programmation pour les non-programmeurs
Par Rémi Sussan le 24/05/11 | 10 commentaires | 10,201 lectures | Impression Programmer, c’est difficile : penser logiquement, par étapes, sans en sauter aucune et en envisageant toutes les possibilités de ses actions demande une grande attention, une grande rigueur. Mais à ces complications s’ajoute encore l’apprentissage d’une syntaxe extrêmement ardue, qui ne supporte pas la moindre faute, à la virgule près. Sans compter que ladite syntaxe nous prend à rebrousse-poil. La simple instruction A=A+1, que l’on trouve dans presque tous les langages informatiques, y compris le vieux Basic, pourtant censé s’adresser aux néophytes, semble une insulte à ce que nous connaissons des mathématiques depuis l’école primaire.
Teaching Kids Programming | The Baheyeldin Dynasty In order to teach kids how to program, you need first to get them interested in something that is computer related. One of the best ways to get them interested in computers is games. They may want to write their own games, and that could be their entry into programming.
Scratch Scratch. Click to enlarge. Open source programming languages for kids
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2006 August « Ideas for Teaching Computer Technology to Kids http://www.pricelesswarehome.org/ Lists of freeware tools for Windows. http://technology.guardian.co.uk/news/story/0,,1854509,00.html the Antikythera mechanism and made before the birth of Christ, it appears to be the first analog computer.
A short video covering OLPC's main mission principles One Laptop per Child (OLPC) is a project supported by the Miami-based One Laptop per Child Association (OLPCA) and the Cambridge-based OLPC Foundation (OLPCF), two U.S. non-profit organizations set up to oversee the creation of affordable educational devices for use in the developing world. The project was originally funded by member organizations such as AMD, Chi Mei, eBay, Google, Marvell Technology Group, News Corporation, Nortel, Red Hat, and Quanta. In the first years of the project, the Association managed development and logistics, and the Foundation managed fundraising such as the Give One Get One campaign ("G1G1"). In 2010 the Association set up a new office in Miami under Rodrigo Halaby, and currently oversees deployment and support for the XO-1.5 laptop and its successors, and country partnerships. One Laptop per Child
Teaching Primary School Students Programming?
Scratch is a multimedia authoring tool that can be used by students, scholars, teachers, and parents for a range of educational and entertainment constructivist purposes from math and science projects, including simulations and visualizations of experiments, recording lectures with animated presentations, to social sciences animated stories, and interactive art and music. Simple games may be made with it, as well. Viewing the existing projects available on the Scratch website, or modifying and testing any modification without saving it requires no online registration. Version 2.0 of Scratch is currently available online and as a desktop beta for Windows, Mac OS X and Linux. The source code of Scratch 1.x is made available under GPLv2 license and Scratch Source Code License.
Elementary school A primary school, or elementary school, is a school in which children receive primary or elementary education between the ages of about five to about eleven, coming before secondary school and after preschool. It is the first stage of compulsory education in most parts of the world, and is normally available without charge, but may be a fee-paying independent school. The term primary school is derived from the French école primaire, which was first used in 1802. Primary school is the preferred term in the United Kingdom and many Commonwealth Nations, and in most publications of the United Nations Educational, Scientific, and Cultural Organization (UNESCO).Elementary school is preferred in some countries, especially in North America. The term grade school is sometimes used. The terms first school or infant school may also used though these, strictly speaking, refer to different educational programs.
Un article de Wikipédia, l'encyclopédie libre. Un grand nombre des innovations de l'ingénierie logicielle des années 1990 viennent de la communauté des programmeurs Smalltalk, tels que les Design Patterns (appliquées au logiciel), l’Extreme Programming (XP) et le refactoring. Ward Cunningham, l'inventeur du concept du Wiki, est également un programmeur Smalltalk. Historique[modifier | modifier le code] Il existe un grand nombre de variantes de Smalltalk, comme c'est souvent le cas avec les langages de programmation. Sans autre qualificatif, le mot Smalltalk est souvent utilisé pour désigner Smalltalk-80, la première version à avoir été rendue publique en 1980. Smalltalk
The Genius behind HyperCard: Bill Atkinson Author: from Quick Connect Date: November , 1987 Keywords: release profile interview Text: He is a dreamer, an inventor, a soft-ware artist, and one of the biggest names in personal com ing. Best known as the author of MacPaint*, Bill Atkinson has a penchant for pushing the frontiers of the Macin dream: to put the power of the personal computer into every user's hands. First, he gave all of us the power to create so cated graphics on a computer. Now, he's given us the power to become software developers without having to know a single word of pro ming code. HyperCard* is already pushing the outer limits of this dream farther than anyone thought possible, except, of course, Bill himself.
So - you want to Teach your Kids Computer Programming? Our modern world revolves more and more around computers. Even the gadgets we use are 'programmed'. Just take a look around your house and see what I mean - your TV, microwave, alarm clock, oven, security system - just to name a few. And more and more things become 'computerized' each year. It is important for our kids to at least understand the science behind the scenes, even if they don't go on to become programmers themselves.
Build IT Build IT is an after school and summer youth-based curriculum for middle school girls to develop IT fluency, interest in mathematics, and knowledge of IT careers. This problem-based curriculum capitalizes on girls' interest in design and communication technologies and incorporates performance tasks for IT fluency assessment. Build IT provides structured interactions with IT professionals, including having girls participate in engineering design and development teams. Build IT's use of the design process, assessment system, co-design for development, and a train-the-trainer approach to building STEM capacity in informal learning provides strategies for practitioners and opportunities for research.
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