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Java in the Classroom: Deciding on the Right First Programming Language for Kids
Choosing the first programming language for beginners is a debated topic among computer science educators.…
The Challenge of Keeping Kids Engaged in STEM: A Look at Interactive Methods
Getting kids interested in science, technology, engineering, and math (STEM) is relatively easy. The real…
Game Design as a Pedagogical Tool: How to Build Engaging Learning Environments
Building an educational game is a delicate balancing act. If the game is too educational,…
Evaluating the NSF-Funded Initiative: Did RAPUNSEL Achieve Its Educational Goals?
When the National Science Foundation (NSF) funded the RAPUNSEL project, it was a bold experiment…
Real-Time Applied Programming: The Core Philosophy of the RAPUNSEL Project
The acronym RAPUNSEL stands for Real-time, Applied Programming for Underrepresented Students' Early Literacy. Every word…
Why Networked Gaming Communities Foster Better Collaborative Coding Habits
Learning to code in isolation is difficult. When you get stuck on a bug alone…
Moving Beyond Syntax: Encouraging Creative Expression in STEM for Girls
For decades, STEM education has suffered from an image problem. Many young students view fields…
Ken Perlin and the NYU Media Research Lab: Decades of Interactive Innovations
Ken Perlin, a computer science professor at NYU and director of the Media Research Lab,…
How Multiplayer Games Can Serve as Self-Teaching Programming Environments
The dream of any educational software developer is to create a self-teaching system. In standard…
Who was Mary Flanagan? The Creative Mind Behind Tiltfactor Laboratory
To understand the creative spark behind the RAPUNSEL project, one must look at the work…