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Organized in three major sections, this book gives a descriptive and analytical view of how computer-based technologies contribute to educational innovations, focuses on the cognitive requirements and outcomes of learning computer progamming in order to make its powerful functions accessible to young children, and addresses important precursors to the design process, sources of ideas for design, and the kinds of research that can both precede and accompany design and development.
Tilmeld dig nyhedsbrevet og få gode tilbud og inspiration til din næste læsning.
Ved tilmelding accepterer du vores persondatapolitik.