A complete run-down of how to facilitate an activity that helps young people understand that computers don't think on their own but follow directions given to them.
Two characters meet in a world and discover a surprising object. What happens next? It’s all up to students, who have the opportunity to use their imagination and creativity to code their own story.
Learn how to use the Public Library Association's Project Outcomes initiative in developing computational thinking learning goals and see how one library developed a logic model to assist in planning, implementing, and evaluating a summer coding camp.
This 20-minute slide presentation details how the Independence (Kan.) Public Library worked with youth to gain computational thinking skills through Scratch, Python and the FarmBot app, which they used to build their own FarmBot for the library garden.
This report summarizes key differences in interest in and confidence to learn CS among seventh- to 12th-grade students from underrepresented groups.