Education With Passion

Author:

Maiorana Francesco1ORCID,Csizmadia Andrew2,Cristaldii Giusy3,Riedesel Charles4

Affiliation:

1. University of Urbino, Italy

2. Newman University, Birmingham, UK

3. Pegaso International, Malta

4. University of Nebraska, USA

Abstract

The fourth UNESCO goal for sustainable development addresses issues related to quality education for all. A worldwide effort strives to introduce computing from early studies. In this chapter, the authors will share and analyze approaches for embedding computational thinking (CT) in STEAM teaching, approaches drawn upon their experience as computing subject experts spanning their teaching careers. They will share experiences and best practices on the impact of CT on 1) Creativity supporting all the educational activities; 2) Challenges for educators and their students, with a particular emphasis on how to deliver an inclusive and accessible education addressing the expectation of all the students in the same class from the gifted one to those requiring a special education; 3) Convenience and how computing and CT promote special abilities within STEAM; 4) Custom and ethical principles supporting the teaching and learning process of all; and 5) Citizenship with an emphasis on digital citizenship and wisdom on how CT and computing can be taught, learned, and applied for the social good.

Publisher

IGI Global

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