Seuraa
Daniela Reimann
Nimike
Viittaukset
Viittaukset
Vuosi
An overview of the most relevant literature on coding and computational thinking with emphasis on the relevant issues for teachers
FJ García Peñalvo, D Reimann, M Tuul, A Rees, I Jormanainen
2422016
RoboSTEAM-A Challenge Based Learning Approach for integrating STEAM and develop Computational Thinking
MÁ Conde, C Fernández, J Alves, MJ Ramos, S Celis-Tena, J Gonçalves, ...
Proceedings of the Seventh International Conference on Technological …, 2019
1372019
Introducing coding and computational thinking in the schools: The TACCLE 3–coding project experience
FJ García-Peñalvo, D Reimann, C Maday
Computational Thinking in the STEM Disciplines: Foundations and Research …, 2018
822018
Investigating thwcomputer as a medium in creative processes: an intrdisciplinary apporach
I Reimann, D., Winkler, T., Herczeg M., Höpel
Interdisciplinary Art Education: Building Bridges to Connect Disciplines and …, 2005
69*2005
Evaluation of existing resources (study/analysis)
FJ García-Peñalvo, J Hughes, A Rees, I Jormanainen, T Toivonen, ...
592016
Facing Up to the Learning Organization Challenge: Selected European Writings. Volume II. CEDEFOP Reference Series.
B Nyhan, M Kelleher, P Cressey, R Poell
Bernan Associates, 4611-F Assembly Drive, Lanham, MD 20706-4391 (# 3028 EN …, 2003
452003
Smart Textile objects and conductible ink as a context for arts based teaching and learning of computational thinking at primary school
D Reimann, C Maday
Proceedings of the Fourth International Conference on Technological …, 2016
322016
Enseñanza y aprendizaje del modelado computacional en procesos creativos y contextos estéticos
D Reimann, C Maday
Education in the Knowledge Society 18 (3), 87-97, 2017
292017
Game design with portfolios and creative skills
S Reimann, D., Bekk
Creativity in the digital age, 16, 2015
29*2015
Artistic approaches to media technology in interdisciplinary education – Innovative portfolios in digital media art projects.
S Reimann, D. , Bekk
International yearbook for research in arts education 3/2015: The wisdom of …, 2015
29*2015
Adaption of RoboSTEAM Project to the Pandemic Situation
MÁ Conde, F Rodríguez-Sedano, C Fernández, MJ Ramos, J Alves, ...
Eighth International Conference on Technological Ecosystems for Enhancing …, 2020
272020
Exploring the computer as a shapeable medium by designing artefacts for mixed reality-environments in interdisciplinary education processes
D Reimann, T Winkler, M Herczeg, I Höpel
EdMedia+ Innovate Learning, 915-922, 2003
252003
An overview of the most relevant literature on coding and computational thinking with emphasis on the relevant issues for teachers
A Rees, FJ García-Peñalvo, I Jormanainen, M Tuul, D Reimann
242016
Developing a learning environment for drama with hypermedia
D Reimann
International Dialogues in Visual Culture Education and Art, 9, 2008
23*2008
TACCLE 3, O5: An overview of the most relevant literature on coding and computational thinking with emphasis on the relevant issues for teachers
FJ García-Peñalvo, D Reimann, M Tuul, AM Rees, I Jormanainen
Belgium. doi: https://doi. org/10.5281/zenodo 165123, 2016
21*2016
Ästhetisch-informatische Medienbildung mit Kindern und Jugendlichen
D Reimann
Grundlagen, Szenarien und Empfehlungen für Gestaltungsprozesse in Mixed …, 2006
192006
Ein Rahmenkonzept für die Erfassung und Entwicklung von Berufsbildungsqualität
M Fischer, M Ziegler, C Gaylor, M Kohl, S Kretschmer, D Reimann, ...
Qualität in der Berufsausbildung: Anspruch und Wirklichkeit, 145-169, 2014
172014
Shaping interactive media with the sewing machine: Smart textile as an artistic context to engage girls in technology and engineering education
D Reimann
International Journal of Art, Culture, Design, and Technology (IJACDT) 1 (1 …, 2011
162011
Künstlerisch geleitete Medienbildung mit Portfolios: Potenziale für Jugendliche in berufsvorbereitenden Bildungsmaßnahmen: Herausforderungen beim Übergang Schule–Beruf und das …
D Reimann, S Bekk
Medienimpulse 52 (2), 2014
142014
Ästhetisch-informatische Medienbildung mit Kindern und Jugendlichen: Grundlagen, Szenarien und Empfehlungen für Gestaltungsprozesse in Mixed Reality-Lernräumen
D Reimann
Artificium, 2006
142006
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Artikkelit 1–20