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STEAM for all: New Computational Thinking Curricula in Spanish Formal Secondary Education.

Rocío García RoblesSantiago Fernández-Cabaleiro
Published in: ARTECH (2021)
Keyphrases
  • secondary education
  • computational thinking
  • game design
  • video games
  • knowledge construction
  • learning objectives
  • secondary school
  • educational software
  • science education
  • case study
  • learning materials