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Handbook of research on equity in computer science in P-16 education / Jared Keengwe, Yune Tran.
- Format:
- Book
- Author/Creator:
- Keengwe, Jared, 1973- author.
- Tran, Yune, 1979- author.
- Series:
- Advances in early childhood and K-12 education (AECKE) book series.
- Advances in early childhood and K-12 education (AECKE) book series
- Language:
- English
- Subjects (All):
- Computer science--Study and teaching--Social aspects--United States.
- Computer science.
- Physical Description:
- 25 PDFs (354 pages)
- Place of Publication:
- Hershey, Pennsylvania : IGI Global, [2021]
- System Details:
- Mode of access: World Wide Web.
- Summary:
- "This book highlights the issues, perspectives, and challenges faced in P-16 environments (i.e. gender and racial imbalances of students in CS classes; population of growing CS teachers who are predominantly white and male; what and who are the high-school gate keepers of CS courses; teacher preparation or lack of faculty expertise; professional development programs; and college admission criteria for CS programs) while exploring the challenges and policies that are created to limit access, and thus, reinforce systems of power and privilege"-- Provided by publisher.
- Contents:
- Chapter 1. Providing near-peer mentorship to increase underrepresented minority youth participation in computing
- Chapter 2. The snowball effect: a perspective on the challenges to computer science education in K-12
- Chapter 3. Female enrolment in high school computer science courses
- Chapter 4. Educational robotics for creating effective computer science learning for all
- Chapter 5. English learners (EL) and computer science (CS) learning: equity issues
- Chapter 6. Minority students in computer science: barriers to access and strategies to promote participation
- Chapter 7. Teacher preparation in computer science pre-service and inservice programs
- Chapter 8. Teacher-designed games: a new era in education?
- Chapter 9. Role of mentorship and reflection in leading learning through making: a pilot project
- Chapter 10. Behavioral innovations in computer science and computational thinking in P-16 education
- Chapter 11. The perceived appropriateness of digital games from ELL teachers
- Chapter 12. A systematic review of gamification within e-learning
- Chapter 13. Flipping the mathematics instruction: a critical overview of recent trends in application
- Chapter 14. Strategies for managing cognitive load and enhancing motivation in e-learning
- Chapter 15. Leveraging VR/AR/MR and AI as innovative educational practices for "igeneration" students
- Chapter 16. A conceptual educational data mining model for supporting self-regulated learning in online learning environments.
- Notes:
- Description based on print version record.
- Includes bibliographical references and index.
- Includes index.
- ISBN:
- 9781799847403
- OCLC:
- 1202489592
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