1,599 research outputs found
Computational making, binary gender and LEGO
This paper presents an analytical case study using the “Computational Making” framework to critique three LEGO sets. These sets were marketed towards girls and focus on making. Our contribution is showing computational making can be used to investigate domains outside e-textiles. Further, we show these LEGO sets have the potential to teach computational making skills despite their feminine gender identity construction
Female Students in Computer Science Education: Understanding Stereotypes, Negative Impacts, and Positive Motivation
Although female students engage in coding courses, only a small percentage of
them plan to pursue computer science (CS) as a major when choosing a career
path. Gender differences in interests, sense-of belonging, self-efficacy, and
engagement in CS are already present at an early age. This article presents an
overview of gender stereotypes in CS and summarizes negative impressions female
students between 12 and 15 experience during CS classes, as well as influences
that may be preventing girls from taking an interest in CS. The study herein
draws on a systematic review of 28 peer-reviewed articles published since 2006.
The findings of the review point to the existence of the stereotypical image of
a helpless, uninterested, and unhappy "Girl in Computer Science". It may be
even more troubling a construct than that of the geeky, nerdy male counterpart,
as it is rooted in the notion that women are technologically inept and
ill-suited for CS careers. Thus, girls think they must be naturally
hyper-intelligent in order to pursue studies in CS, as opposed to motivated,
interested, and focused to succeed in those fields. Second, based on the
review, suggestions for inclusive CS education were summarized. The authors
argue that in order to make CS more inclusive for girls, cultural implications,
as well as stereotypization in CS classrooms and CS education, need to be
recognized as harmful. These stereotypes and cultural ideas should be
eliminated by empowering female students through direct encouragement,
mentoring programs, or girls-only initiatives.Comment: 22 page
Serious Toys: Teaching Computer Science Concepts to Pre-Collegiate Students
Advancements in science and engineering have driven innovation in the United States for more than two centuries. The last several decades have brought to the forefront the importance of such innovation to our domestic and global economies. To continue to succeed in this information-based, technologically advanced society, we must ensure that the next generation of students are developing computational thinking skills beyond what was acceptable in past years. Computational thinking represents a collection of structured problem solving skills that cross-cut educational disciplines. There is significant future value in introducing these skills as early as practical in students\u27 academic careers. Over the past four years, we have developed, piloted, and evaluated a series of outreach modules designed to introduce fundamental computing concepts to young learners. Each module is based on a small embedded device a \u27serious toy\u27 designed to simultaneously engage visual, auditory, and kinesthetic learners through lectures, visual demonstrations, and hands-on activities. We have piloted these modules with more than 770 students, and the evaluation results show that the program is having a positive impact. The evaluation instruments for our pilots consist of pre- and post-attitudinal surveys and pre- and post-quizzes. The surveys are designed to assess student attitudes toward computer science and student self-efficacy with respect to the material covered. The quizzes are designed to assess students\u27 content understanding. In this dissertation, we describe the modules and associated serious toys. We also describe the module evaluation methods, the pilot groups, and the results for each pilot study
Learning to communicate computationally with Flip: a bi-modal programming language for game creation
Teaching basic computational concepts and skills to school children is currently a curricular focus in many countries. Running parallel to this trend are advances in programming environments and teaching methods which aim to make computer science more accessible, and more motivating. In this paper, we describe the design and evaluation of Flip, a programming language that aims to help 11–15 year olds develop computational skills through creating their own 3D role-playing games. Flip has two main components: 1) a visual language (based on an interlocking blocks design common to many current visual languages), and 2) a dynamically updating natural language version of the script under creation. This programming-language/natural-language pairing is a unique feature of Flip, designed to allow learners to draw upon their familiarity with natural language to “decode the code”. Flip aims to support young people in developing an understanding of computational concepts as well as the skills to use and communicate these concepts effectively. This paper investigates the extent to which Flip can be used by young people to create working scripts, and examines improvements in their expression of computational rules and concepts after using the tool. We provide an overview of the design and implementation of Flip before describing an evaluation study carried out with 12–13 year olds in a naturalistic setting. Over the course of 8 weeks, the majority of students were able to use Flip to write small programs to bring about interactive behaviours in the games they created. Furthermore, there was a significant improvement in their computational communication after using Flip (as measured by a pre/post-test). An additional finding was that girls wrote more, and more complex, scripts than did boys, and there was a trend for girls to show greater learning gains relative to the boys
Recommended from our members
Cross Case Study of an Elementary Engineering Task
Designerly play has been identified as a fundamental component of childhood learning (Baynes, 1994; Petroski, 2003). However, as students enter grade one and beyond, the increasing academic focus has resulted in the loss of opportunities for designerly play (Zhao, 2012). At the same time, there are increasing calls to increase the number, skill, and diversity of STEM workers (Brophy, Portsmore, Klein, & Rogers, 2008). The robotics based Elementary Engineering Curriculum (Heffernan, 2013) - used by students in this study - and other similar projects have the potential to increase the STEM pipeline but elementary engineering is not well-understood. Research is needed to understand how to teach engineering to students as their cognitive, motor, and social skills rapidly develop in elementary school (Alimisis, 2012; Crismond & Adams, 2012; Mead, Thomas, & Weinberg, 2012; Penner, Giles, Lehrer, & Schauble, 1997; Roth, 1996; Schunn, 2009; Wagner, 1999). The literature review and theoretical frameworks chapters of this study determined the most relevant theoretical frameworks, engineering design process models, and existing research that is relevant to a cross-sectional case study of six grade 2 and six grade 6 elementary robotics students in the context of established K-6 elementary robotics curriculum (Heffernan, 2013). Students were videotaped doing an open-ended engineering task based on LEGO robotics using talk-aloud (Ericsson & Simon, 1993) and clinical interview (Ginsburg, 1997) techniques. The engineering design processes were analyzed and compared by age and gender. Significant differences were found in final projects and engineering design process. However, the differences were not, for the most part, related to development or gender, but were related to the complexity of the ride they tried to build and the skills and structural knowledge they brought to the task. The key factors identified consisted of three executive function process skills of cognitive flexibility, causal reasoning, and planning ability, three domain specific process skills of application of mathematics and science, engineering design process skills, and design principles of stability, scale, and the structural knowledge they had of LEGO robotics, most pointedly, LEGO connection knowledge. Implications of these findings for teachers are given
Peer tutoring of computer programming increases exploratory behavior in children
There is growing interest in teaching computer science and programming skills in schools. Here we investigated the efficacy of peer tutoring, which is known to be a useful educational resource in other domains but never before has been examined in such a core aspect of applied logical thinking in children. We compared (a) how children (N = 42, age range = 7 years 1 month to 8 years 4 months) learn computer programming from an adult versus learning from a peer and (b) the effect of teaching a peer versus simply revising what has been learned. Our results indicate that children taught by a peer showed comparable overall performance—a combination of accuracy and response times—to their classmates taught by an adult. However, there was a speed–accuracy trade-off, and peer-taught children showed more exploratory behavior, with shorter response times at the expense of lower accuracy. In contrast, no tutor effects (i.e., resulting from teaching a peer) were found. Thus, our results provide empirical evidence in support of peer tutoring as a way to help teach computer programming to children. This could contribute to the promotion of a widespread understanding of how computers operate and how to shape them, which is essential to our values of democracy, plurality, and freedom.Fil: de la Hera, Diego Pablo. Universidad Torcuato Di Tella; Argentina. Consejo Nacional de Investigaciones CientĂficas y TĂ©cnicas; ArgentinaFil: Zanoni Saad, MarĂa BelĂ©n. Universidad Torcuato Di Tella; Argentina. Consejo Nacional de Investigaciones CientĂficas y TĂ©cnicas; ArgentinaFil: Sigman, Mariano. Universidad Torcuato Di Tella; Argentina. Consejo Nacional de Investigaciones CientĂficas y TĂ©cnicas; ArgentinaFil: Calero, Cecilia Ines. Universidad Torcuato Di Tella; Argentina. Consejo Nacional de Investigaciones CientĂficas y TĂ©cnicas; Argentin
The visual programming environment ROBI for educational robotics
This paper presents the outcomes of a research project focused on the training of Computational Thinking, resorting to a block-based visual programming language created to program an Arduino Uno based robot. To support the design and implementation of the visual programming environment Robi, we start discussing the relevance of Educational Robotics to motivate and engage children in programming activities. Students usually face great difficulties to learn computer programming and it is nowadays accepted that young people shall be trained in Computational Thinking to acquire the skills necessary to easily solve problems within and beyond the realm of Computer Science and Engineering. The resolution of obstacles imposed by the costs and reduced availability of typical Educational Robotics kits, in combination with the benefits of existing block-based programming languages, like simplicity and intuitiveness, motivated the project here reported and analyzed. We aim at showing that Robi, a visual block-based programming language and robot programming environment, provides an easy, accessible and intuitive platform to learn how to solve problems programming a computer and support the training of Computational Thinking
- …