Engaging Youth in Computational Thinking Practices

Engaging youth in computational thinking practices through designing place-based mobile games about local issues

In response to a need to equip youth to become successful contributors to our growing digital economy, educators and researchers are exploring ways to incorporate computational thinking (CT) for all across curricular domains. In this paper, we take a place-based approach to examine how and what CT practices youth learn through designing mobile games in and for their own communities.

Citation

Litts, B. K., Lewis, W. E., & Mortensen, C. K. (2020). Engaging youth in computational thinking practices through designing place-based mobile games about local issues. Interactive Learning Environments28(3), 302-315. DOI: 10.1080/10494820.2019.1674883

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