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      <title>Chapter 8 by Rema Alneamah</title>
      <link>https://padlet.com/remaalneamah903/w3nxn7pwexnzpnmy</link>
      <description></description>
      <language>en-us</language>
      <pubDate>2024-07-22 03:11:12 UTC</pubDate>
      <lastBuildDate>2024-07-22 03:24:05 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>How technology promotes problem-solving among students.</title>
         <author>remaalneamah903</author>
         <link>https://padlet.com/remaalneamah903/w3nxn7pwexnzpnmy/wish/3058441305</link>
         <description><![CDATA[<p>Students investigate issues and questions for which there is no one right or predetermined answer using a process of asking questions, assembling evidence, drawing conclusions, and evaluating the results. (pg. 188)</p>]]></description>
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         <pubDate>2024-07-22 03:12:17 UTC</pubDate>
         <guid>https://padlet.com/remaalneamah903/w3nxn7pwexnzpnmy/wish/3058441305</guid>
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         <title>Computational thinking in coding and robotics.</title>
         <author>remaalneamah903</author>
         <link>https://padlet.com/remaalneamah903/w3nxn7pwexnzpnmy/wish/3058441645</link>
         <description><![CDATA[<p> Involves knowing how to use data, models, simulations, and algorithmic thinking to formulate and solve problems. As computational thinkers, students engage in “solving problems, designing systems, and understanding human behavior” in ways that utilize “concepts fundamental to computer science."(pg. 191)</p>]]></description>
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         <pubDate>2024-07-22 03:12:40 UTC</pubDate>
         <guid>https://padlet.com/remaalneamah903/w3nxn7pwexnzpnmy/wish/3058441645</guid>
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         <title>Digital Games and Game-Based Learning</title>
         <author>remaalneamah903</author>
         <link>https://padlet.com/remaalneamah903/w3nxn7pwexnzpnmy/wish/3058442004</link>
         <description><![CDATA[<p>The influence of learning games, simulations, and interactives extends across subject fields. In math, for example, games and simulations offer open-ended, self-correcting opportunities to practice computational skills. Dynamic online tools offer new ways to think about the concepts of mathematics that are difficult to understand without manipulating variables that affect sizes, shapes, outcomes, graphs and x–y axes. (pg. 194)</p>]]></description>
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         <pubDate>2024-07-22 03:12:58 UTC</pubDate>
         <guid>https://padlet.com/remaalneamah903/w3nxn7pwexnzpnmy/wish/3058442004</guid>
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      <item>
         <title>Makerspaces, 3-D Printing, and Students as Inventors</title>
         <author>remaalneamah903</author>
         <link>https://padlet.com/remaalneamah903/w3nxn7pwexnzpnmy/wish/3058442212</link>
         <description><![CDATA[<p>Makerspaces are physical or digital places where people design, experiment, and revise their creations. In these constructivist settings, makers—young and old—experience the power of building physical objects using their own ideas, imagination, creativity, and problem-solving skills. (pg. 201)</p>]]></description>
         <enclosure url="" />
         <pubDate>2024-07-22 03:13:14 UTC</pubDate>
         <guid>https://padlet.com/remaalneamah903/w3nxn7pwexnzpnmy/wish/3058442212</guid>
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