Maker-Education: Interdisciplinary Computer Science Activities

Reference Format:  Spieler B. and Schifferle T.M. (2022). Maker-Education: Interdisciplinary Computer Science Activities. Informatics in Schools. A step beyond digital education. 15th International Conference on Informatics in Schools: Situation, Evolution, and Perspectives, ISSEP 2022, Vienna, Austria, September 26–28, 2022. p. 122-123.

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The “Making at School” Project: Planning Interdisciplinary Activities

Reference Format: Bernadette Spieler, Tobias M. Schifferle, and Manuela Dahinden. 2022. The “Making at School” Project: Planning Interdisciplinary Activities. In Proceedings of the 27th ACM Conference on on Innovation and Technology in Computer Science Education Vol. 2 (ITiCSE ’22). Association for Computing Machinery, New York, NY, USA, 624. https://doi.org/10.1145/3502717.3532150

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Exploring Making in Schools: A Maker-Framework for Teachers in K12


ACM Reference Format: Bernadette Spieler, Tobias M. Schifferle, and Manuela Dahinden. 2022. Exploring Making in Schools: A Maker-Framework for Teachers in K12. In 6th FabLearn Europe / MakeEd Conference 2022 (FabLearn Europe / MakeEd
2022), May 30–31, 2022, Copenhagen, Denmark. ACM, New York, NY, USA,
7 pages. https://doi.org/10.1145/3535227.3535234

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[in German] Gendersensible Gestaltung eines Computational-Thinking-Kurses mit Hilfe des PECC-Modells

ZitationshinweisSpieler, B. (2022): Gendersensible Gestaltung eines Computational-Thinking-Kurses mit Hilfe des PECC-Modells, In: R. Knackstedt, J. Sander, J. Kolomitchouk (Hrsg.) Kompetenzmodelle für den Digitalen Wandel: Orientierungshilfen und Anwendungsbeispiele, Springer-Verlag GmbH, Berlin, Deutschland, S. 183 – 201. https://doi.org/10.1007/978-3-662-63673-2_9

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Creative, Engaging, and Playful Making-Activities with Smartphones and Embroidery Machines

ACM Reference Format: Spieler, B. and Krnjic, V. (2021) Creative, Engaging, and Playful Making-Activities with Smartphones and Embroidery Machines. In FabLearn Europe / MakeEd 2021 – An International Conference on Computing, Design and Making in Education (FabLearn Europe / MakeEd 2021), June 2–3, 2021, St. Gallen, Switzerland. ACM, New York, NY, USA, 6 pages. https://doi.org/10.1145/3466725.3466745

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[in German] Gender & Diversitäts-Aspekte in der Informatik: Beispiele aus der Hochschullehre

Zitationshinweis: Spieler, B.; und Both, G. (2021): Gender & Diversitäts-Aspekte in der Informatik: Beispiele aus der Hochschullehre, In: F. Apelt, J. Grabow, L.Suhrcke (Hrsg.)  Buzzword Digitalisierung: Relevanz von Geschlecht und Vielfalt in digitalen Gesellschaften, Verlag Barbara Budrich, S. 69 – 90, ISBN: 978-3-8474-2513-7.

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The Learning Value of Game Design Activities: Association between Computational Thinking and Cognitive Skills


ACM Reference Format: Bernadette Spieler, Ferenc Kemény, Karin Landerl, Bernd Binder,
and Wolfgang Slany. 2020. The Learning Value of Game Design
Activities: Association between Computational Thinking and Cognitive
Skills. In Workshop in Primary and Secondary Computing
Education (WiPSCE ’20), October 28–30, 2020, Virtual Event, Germany.
ACM, New York, NY, USA, 5 pages. https://doi.org/10.1145/
3421590.3421607

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