Programming Education
How children, code, tools, and educational design come together in the teaching of computing.

Programming education matters here because it sits at the intersection of computers, childhood, and educational design. Seymour Papert’s Legacy and Mindstorms make the strongest case that programming should be introduced as a medium for thinking and making, not as a sterile ladder of beginner syntax. The learner needs powerful ideas and environments that reward experimentation.
That makes Why E-Learning Fails the 70-20-10 Test more than a critique of training culture. It also becomes a reminder that code is learned through meaningful struggle, feedback, and projects that matter to the learner.
Related
A defining figure for programming education, constructionism, and the educational imagination of computing.
Learning through challenge, feedback, iteration, and participation rather than instruction alone.
A guide to the site's writing on e-learning, instructional media, and educational form.
Read Next
- Seymour Papert’s Legacy
Children, computers, and the future of programming education
- Mindstorms - 思维风暴
Original book by Seymour Papert
- Why E-Learning Fails the 70-20-10 Test
E-learning has built a $300B industry around the least effective slice of the learning model — formal instruction — while neglecting the experiential and social work that actually drives development.