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Coding to Create: A Subtext of Decisions as Early Adolescents Design Digital Media

机译:编码创建:作为早期青少年设计数字媒体的决策子文本

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摘要

Full participation in the twenty-first century requires the skills, strategies, and dispositions necessary to adapt to changing technologies influencing all aspects of life. Online programming communities provide a space for youth to create, collaborate, and share as they engage in computational participation. A recent development in the digital composition practices of youth is the use of coding to create digital media. This article reports on a descriptive case study focused on five early adolescents engaged in Scratch, an online programming community. In what ways do early adolescents make decisions in the design of digital media as they engage in programming-as-writing? The data collected included participant created digital media products, interviews, and observations. Based upon a content analysis of the digital media products and an inductive analysis of the interviews and observations data, participants demonstrated decisions connected to the design of projects created, decisions focused on the function of projects, and decisions connected with meaning. A typography represents the decisions made by participants as they created projects in Scratch. The participant experiences in Scratch are representative of a shift in the literacy practices of youth toward the creation of digital media within virtual social places as they engage in computational participation.
机译:完全参与二十一世纪需要适应影响生命各方面的改变技术所需的技能,策略和倾向。在线编程社区为青少年提供了一个空间,以创建,协作和分享,因为他们从事计算参与。最近在青年数字组成实践中的一个发展是使用编码来创建数字媒体。本文有关一个描述性案例研究的报告,专注于5名从事划痕的早期青少年,这是一个在线编程社区。早期青少年在哪些方面做出决定数字媒体的设计,因为他们从事编程作为写作?收集的数据包括参与者创建了数字媒体产品,访谈和观察。基于对数字媒体产品的内容分析和对访谈和观察数据的归纳分析,参与者展示了与所创建的项目设计的决策,重点关注项目功能,以及与意义相关的决定。排版代表参与者在划伤中创建项目的决定。参与者在划痕中的经历是代表青少年在虚拟社交场所创造数字媒体的扫盲实践的转变,因为他们从事计算参与。

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