The children's machine: rethinking school in the age of the computer
The children's machine: rethinking school in the age of the computer
Minds in Play: Computer Game Design as a Context for Children's Learning
Minds in Play: Computer Game Design as a Context for Children's Learning
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Some reflections on designing construction kits for kids
Proceedings of the 2005 conference on Interaction design and children
How Computer Games Help Children Learn
How Computer Games Help Children Learn
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Scratch-Ed: an online community for scratch educators
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 2
A tale of two online communities: fostering collaboration and creativity in scientists and children
Proceedings of the seventh ACM conference on Creativity and cognition
Proceedings of the seventh ACM conference on Creativity and cognition
Promoting creativity in education -- from policy to practice: an australian perspective
Proceedings of the seventh ACM conference on Creativity and cognition
Information and communication technology teachers' initial education
EDUCATION'10 Proceedings of the 7th WSEAS international conference on Engineering education
Computational thinking for youth in practice
ACM Inroads
Collaborative creativity: a complex systems model with distributed affect
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dual-space drawing: designing an interface to support creative and reflective drawing experiences
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Exploring tabletops as an effective tool to foster creativity traits
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Creative coding and visual portfolios for CS1
Proceedings of the 43rd ACM technical symposium on Computer Science Education
SparkInfo: designing a social space for co-creation of audiovisual elements and multimedia comments
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Emotional interaction with surfaces - works of design and computing
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Applying creativity in CS high school education: criteria, teaching example and evaluation
Koli Calling '07 Proceedings of the Seventh Baltic Sea Conference on Computing Education Research - Volume 88
Papert's prison fab lab: implications for the maker movement and education design
Proceedings of the 12th International Conference on Interaction Design and Children
Beelight: helping children discover colors
Proceedings of the 12th International Conference on Interaction Design and Children
Interactive technologies that enhance children's creativity
Proceedings of the 12th International Conference on Interaction Design and Children
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This paper argues that the "kindergarten approach to learning" -- characterized by a spiraling cycle of Imagine, Create, Play, Share, Reflect, and back to Imagine -- is ideally suited to the needs of the 21st century, helping learners develop the creative-thinking skills that are critical to success and satisfaction in today's society. The paper discusses strategies for designing new technologies that encourage and support kindergarten-style learning, building on the success of traditional kindergarten materials and activities, but extending to learners of all ages, helping them continue to develop as creative thinkers.