Используемые учебники и учебные пособия:
Список литературы
1. Bruckman, A., 1998, Community support for constructionist learning. Computer
supported collaborative work. The Journal of Collaborative Computing, 7, 47-86.
2. Kay A. 2000, Sqeak in School http://www.squeakland.org/learn/index.html
3. Kay A., Predicting The Future. Stanford Engineering, Volume 1, Autumn 1989, pg 1
– 6.
4. Kay A., 1991, Computers, Network and Education. Scientific American, September,
pp., 138 - 148.
5. Kafai, Y.B., Peppler, K.A., & Chin, G. (2007). High Tech Programmers in Low
Income Communities: Creating a Computer Culture in a Community Technology
Center. In C. Steinfeld, B. Pentland, M. Ackermann, & N. Contractor (Eds.),
Proceedings of the Third International Conference on Communities and Technology
(pp. 545-562). New York: Springer.
6. Malan D. J., Leitner H., Scratch for Budding Computer Scientists. 38th ACM
Technical Symposium on Computer Science Education. Covington, Kentucky.
March 2007.
7. Maloney, J., Burd, L., Kafai, Y., Rusk, N., Silverman, B., and Resnick, M. (2004).
Scratch: A Sneak Preview. Second International Conference on Creating,
Connecting, and Collaborating through Computing. Kyoto, Japan, pp. 104-109.
8. Papert S, Caperton G., 1999, Vision for Education: The Caperton-Papert Platform
http://www.papert.com/articles/Vision_for_education.html
9. Papert S., 1993, The children's machine: rethinking school in the age of the
computer BasicBooks.
10.Papert S., 2000, What’s the big idea: Towards a pedagogy of idea power. IBM
Systems Journal, vol., 39, no., 3-4.
http://www.research.ibm.com/journal/sj/393/part2/papert.html
11.Papert, S., Resnick M., 1995. "Technological Fluency and the Representation of
Knowledge". Proposal to the National Science Foundation. MIT Media Laboratory.
Cambridge, MA.
12.Peppler, K. A. & Kafai, Y. B. (2007). What video game making can teach us about
learning and literacy: Alternative pathways into participatory cultures. Paper to be
presented at the Digital International Games Research Association meeting in
Tokyo, Japan.
13.Peppler, K. & Kafai, Y. B. (2007). From SuperGoo to Scratch: Exploring Media
Creative Production in an Informal Learning Environment. Journal on Learning,
Media, and Technology, 32(2), 149-166.
14.Resnick, M., 2003, Thinking Like a Tree (and Other Forms of Ecological Thinking).
International Journal of Computers for Mathematical Learning, vol. 8, no. 1, pp.
43-62
15.Resnick, M.,1994, Turtles, Termites, and Traffic Jams: Explorations in Massively
Parallel Microworlds. Cambridge, MA: MIT Press.
16.Resnick M., 1999, Decentralized Modeling and Decentralized Thinking Published in:
Modeling and Simulation in Science and Mathematics Education (pp., 114-137),
edited by W. Feurzeig and N. Roberts. Springer: New York., 1999
17.Resnick, M., 1996. "Towards a Practice of 'Constructional Design'." In Innovations in
Learning: New Environments for Education, edited by L. Shauble and R. Glaser. NJ:
Lawrence Erlbaum. Hillsdale.
18.Senge P., 1998, Systems Change in Education, Education for Meaning and Social
Justice, Volume 11, Number 3, September 1998,
19.Senge P., 2000, "A World Shaped by Choice", Imagine, essays on the future edited
by Marianne Williamson, Rodale Press, fall 2000.
20.Бобровский С. История о том, как я писал историю для начинающих изучать
Squeak снуляhttp :/ / sbobrovsky . livejourna l . com /167512 . htm l
21.Бобровский С. История о том, как я писал историю о построении трёхмерных
миров в Alice. http://sbobrovsky.livejournal.com/170524.html
22. Бобровский С. История о том, как я писал историю про быстрый старт в
Croquet http://sbobrovsky.livejournal.com/168387.html
23.Патаракин Е.Д., Ярмахов Б.Б., 2006, NetLogo в моделировании социальных
феноменов и на занятиях по менеджменту // Конференция ≪Свободное
программное обеспечение в высшей школе≫, Переславль-Залесский, 28–29
января 2006 года, стр. 36 – 38
24.Патаракин Е.Д., Ярмахов Б.Б., 2007, Веб 2.0 Управление, изучение и
копирование, Educational Technology & Society - 10(2) 2007, ISSN 1436-4522
http://ifets.ieee.org/russian/depository/v10_i2/html/2.htm
25.Патаракин Е.Д. Освоение медиа-культуры через учебные игры с маленькими
кирпичиками знаний. В книге Судьба России: вектор перемен, 2007, ISBN:
978-5-8291-0904-2
Методическое обеспечение
1.Программа Scratch
2. Электронные пособия по Scratch
3. Программа кружка « Программирование в Скретч» (ИнтелЛето-2009)
Материал из Letopisi.Ru — «Время вернуться домой»
Программа курса «Цифровые технологии через Scratch»Список литературы
1. Bruckman, A., 1998, Community support for constructionist learning. Computer
supported collaborative work. The Journal of Collaborative Computing, 7, 47-86.
2. Kay A. 2000, Sqeak in School http://www.squeakland.org/learn/index.html
3. Kay A., Predicting The Future. Stanford Engineering, Volume 1, Autumn 1989, pg 1
– 6.
4. Kay A., 1991, Computers, Network and Education. Scientific American, September,
pp., 138 - 148.
5. Kafai, Y.B., Peppler, K.A., & Chin, G. (2007). High Tech Programmers in Low
Income Communities: Creating a Computer Culture in a Community Technology
Center. In C. Steinfeld, B. Pentland, M. Ackermann, & N. Contractor (Eds.),
Proceedings of the Third International Conference on Communities and Technology
(pp. 545-562). New York: Springer.
6. Malan D. J., Leitner H., Scratch for Budding Computer Scientists. 38th ACM
Technical Symposium on Computer Science Education. Covington, Kentucky.
March 2007.
7. Maloney, J., Burd, L., Kafai, Y., Rusk, N., Silverman, B., and Resnick, M. (2004).
Scratch: A Sneak Preview. Second International Conference on Creating,
Connecting, and Collaborating through Computing. Kyoto, Japan, pp. 104-109.
8. Papert S, Caperton G., 1999, Vision for Education: The Caperton-Papert Platform
http://www.papert.com/articles/Vision_for_education.html
9. Papert S., 1993, The children's machine: rethinking school in the age of the
computer BasicBooks.
10.Papert S., 2000, What’s the big idea: Towards a pedagogy of idea power. IBM
Systems Journal, vol., 39, no., 3-4.
http://www.research.ibm.com/journal/sj/393/part2/papert.html
11.Papert, S., Resnick M., 1995. "Technological Fluency and the Representation of
Knowledge". Proposal to the National Science Foundation. MIT Media Laboratory.
Cambridge, MA.
12.Peppler, K. A. & Kafai, Y. B. (2007). What video game making can teach us about
learning and literacy: Alternative pathways into participatory cultures. Paper to be
presented at the Digital International Games Research Association meeting in
Tokyo, Japan.
13.Peppler, K. & Kafai, Y. B. (2007). From SuperGoo to Scratch: Exploring Media
Creative Production in an Informal Learning Environment. Journal on Learning,
Media, and Technology, 32(2), 149-166.
14.Resnick, M., 2003, Thinking Like a Tree (and Other Forms of Ecological Thinking).
International Journal of Computers for Mathematical Learning, vol. 8, no. 1, pp.
43-62
15.Resnick, M.,1994, Turtles, Termites, and Traffic Jams: Explorations in Massively
Parallel Microworlds. Cambridge, MA: MIT Press.
16.Resnick M., 1999, Decentralized Modeling and Decentralized Thinking Published in:
Modeling and Simulation in Science and Mathematics Education (pp., 114-137),
edited by W. Feurzeig and N. Roberts. Springer: New York., 1999
17.Resnick, M., 1996. "Towards a Practice of 'Constructional Design'." In Innovations in
Learning: New Environments for Education, edited by L. Shauble and R. Glaser. NJ:
Lawrence Erlbaum. Hillsdale.
18.Senge P., 1998, Systems Change in Education, Education for Meaning and Social
Justice, Volume 11, Number 3, September 1998,
19.Senge P., 2000, "A World Shaped by Choice", Imagine, essays on the future edited
by Marianne Williamson, Rodale Press, fall 2000.
20.Бобровский С. История о том, как я писал историю для начинающих изучать
Squeak снуляhttp :/ / sbobrovsky . livejourna l . com /167512 . htm l
21.Бобровский С. История о том, как я писал историю о построении трёхмерных
миров в Alice. http://sbobrovsky.livejournal.com/170524.html
22. Бобровский С. История о том, как я писал историю про быстрый старт в
Croquet http://sbobrovsky.livejournal.com/168387.html
23.Патаракин Е.Д., Ярмахов Б.Б., 2006, NetLogo в моделировании социальных
феноменов и на занятиях по менеджменту // Конференция ≪Свободное
программное обеспечение в высшей школе≫, Переславль-Залесский, 28–29
января 2006 года, стр. 36 – 38
24.Патаракин Е.Д., Ярмахов Б.Б., 2007, Веб 2.0 Управление, изучение и
копирование, Educational Technology & Society - 10(2) 2007, ISSN 1436-4522
http://ifets.ieee.org/russian/depository/v10_i2/html/2.htm
25.Патаракин Е.Д. Освоение медиа-культуры через учебные игры с маленькими
кирпичиками знаний. В книге Судьба России: вектор перемен, 2007, ISBN:
978-5-8291-0904-2
Методическое обеспечение
1.Программа Scratch
2. Электронные пособия по Scratch
3. Программа кружка « Программирование в Скретч» (ИнтелЛето-2009)
Материал из Letopisi.Ru — «Время вернуться домой»
Программа курса «Цифровые технологии через Scratch»