Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Analysis patterns: reusable objects models
Analysis patterns: reusable objects models
Kinesthetic learning in the classroom
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Image Crisis: Inspiring a new generation of computer scientists
Communications of the ACM - Web science
Kinesthetic learning of computing via "off-beat" activities
Proceedings of the 16th annual joint conference on Innovation and technology in computer science education
CS unplugged assisted by digital materials for handicapped people at schools
ISSEP'11 Proceedings of the 5th international conference on Informatics in Schools: situation, Evolution and Perspectives
Computer science unplugged and related projects in math and computer science popularization
The Multivariate Algorithmic Revolution and Beyond
A CS unplugged activity for the online classroom
Journal of Computing Sciences in Colleges
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"Computer Science (CS) Unplugged" is an educational method for introducing non-specialists to concepts of CS through hands-on activities that don't require the use of a computer. Often the deeper concepts of CS have been considered as being too difficult for elementary and middle school students, and many educators teaching "IT" are not even aware of the richness of the topic. CS Unplugged methods have been used successfully with students of a wide range of ages. In this paper, we analyze the structure of CS Unplugged activities to identify the elements that make them work well. Based on the analysis, we propose a design pattern which will be useful as a guideline for developing new activities, and to revise existing ones. We also describe our experience developing original teaching material, using the pattern as a benchmark for evaluation.