Mindstorms: Children, Computers, And Powerful IdeasIn this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible. |
Contents
Computers and Computer Cultures | |
The Fear of Learning | |
A Mathematics Made for Learning | |
Languages for Computers and for People | |
Incubators for Knowledge | |
Powerful Ideas in MindSize Bites | |
Piaget and | |
Images of the Learning Society | |
EPILOGUE The Mathematical Unconscious | |
Afterword and Acknowledgments | |
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Common terms and phrases
90 FORWARD activities adults aesthetic Aheight arithmetic artificial intelligence ball become cascade juggling chapter child child’s children learn cognitive command complex computer culture computer presence concept concrete construct curriculum debugging describe epistemology equations example experience fact Figure formal formal geometry FORWARD 100 RIGHT gears happen intellectual interaction intuitive invented juggling kind knowledge language laws of motion learner logical LOGO environment LOGO language machines Marvin Minsky mathematical beauty mathematician mathetic Mathland microworld Mindstorms needed Newtonian objects one’s personal computers Piaget Piagetian learning Poincaré powerful ideas principle problem procedure psychology question QWERTY relationship RIGHT 90 samba school school math sense Seymour Seymour’s ideas simple SMALLTALK social square stilt walking strategy structured programming structures subprocedures syntonic teacher teaching theoretical theory things thinking triangle turn Turtle circle Turtle geometry understand velocity