CREATE A LOOP CLUB. 

At Create a LOOP Club students are engaged in their own journey to be inventors, designers, innovators, and problem solvers. Learning to code is one of the best ways to develop analytical thinking skills. It provides an opportunity to practice troubleshooting problems, designing creative solutions, and working in authentic team settings. Through our project based approach, students will be placed in an environment where they must break down complex problems and turn them into programmable solutions.  They learn to love STEM and solve real world problem. 


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CURRICULUM

Create a LOOP Club has worked with some of the top tech educators, entrepreneurs, and companies from around the world to develop an interactive curriculum that combines computer science, hands-on-learning, team building, character development, and play.  Some of our partners include Washington University St. Louis, Kano Computers, David Karandish and Chris Simms of Answers.com, and many others who've contributed to the development of our curriculum and program. 

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OUTCOMES

IMPROVED PERFORMANCE: 

  • Increase the number of students interested in STEM
  • Improved MAP scores
  • Improved ACT scores
  • Increased amount of students who take AP Computer Science  

IMPROVED PERSONS: 

  • Improved academic mindsets (i.e. "I belong in this academic community. My ability and competence grow with my effort. I can succeed at this. This work has value for me.") 
  • Improved academic perseverance (i.e. Grit, Tenacity Delayed Gratification Self-Discipline Self-Control)
  • Improved academic behaviors (i.e. Going to Class Doing Homework Organizing Materials Participating, Studying) 
  • Improved learning strategies (i.e. Study Skills Metacognitive Strategies Self-Regulated Learning Time Management Goal-Setting)
  • Improved social skills (i.e. Interpersonal Skills, Empathy, Cooperation, Assertion, and Responsibility)  

WHY TEACH COMPUTER SCIENCE?

By 2020, there will be over 1.4 Million jobs in Computer Science, but only 400,000 Computer Science graduates. However, learning to code is not only about becoming a professional programmer.  In any field they choose, students will have a basic level of digital literacy and an ability to utilize technology to solve problems. These skills will allow them to not only stand out, but excel in any 21st century career they take on. Learning to code is the process of taking solutions and breaking them down into step by step instructions that are so simple, even a computer can understand how to execute them. These skills give students a significant advantage in their academic studies, be it rapidly grasping concepts in the classroom, figuring out complex homework problems, or confidently acing exams and standardized tests. 

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LEARN THROUGH PLAY - GAME-BASED LEARNING

In the past decade or so, leading educational researchers have discovered that games allow for some of the richest learning experiences.

  • Games ask us to collaborate with others and learn by doing.
  • Games let us know if we are failing or succeeding at a moment’s notice and allow us to retry, or “iterate,” after a failure or loss. Unlike traditional educational systems, failure is a necessary and integral part of the “game.”
  • It creates a context for students to be motivated to try again and succeed.
  • Learning experiences in games don’t feel like spoon-fed education. Learning experiences feel like play.

~ Modeled by QUEST TO LEARN @ Q2L.org


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7 PRINCIPLES OF GAME-BASED LEARNING

  1. Everyone is a participant A shared culture and practice exists where everyone contributes. This often means that different students contribute different types of expertise. 
  2. Challenge Challenge is constant. A “need to know” challenges students to solve a problem whose resources have been placed just out of reach.
  3. Learning happens by doing Learning is active and experiential. Students learn by proposing, testing, playing with, and validating theories about the world. 
  4. Feedback is immediate and ongoing Students receive ongoing feedback on their progress, learning, and assessment goals.
  5. Failure is reframed as “iteration” Opportunities exist for students and teachers to learn through failure. All learning experiences should embrace a process of testing and iteration.
  6. Everything is interconnected Students can share their work, skill, and knowledge with others across networks, groups, and communities.
  7. It kind of feels like play Learning experiences are engaging, student-centered, and organized to support inquiry and creativity.

~ Modeled by QUEST TO LEARN @ Q2L.org