9 research outputs found
Gender, Feedback, and Learners' Decisions to Share Their Creative Computing Projects
Although informal online learning communities are made possible by users' decisions to share their creations, participation by females and other marginalized groups remains stubbornly low in technical communities. Using descriptive statistics and a unique dataset of shared and unshared projects from over 1.1 million users of Scratch-a collaborative programming community for young people-we show that while girls share less initially, this trend flips among experienced users. Using Bayesian regression analyses, we show that this relationship can largely be attributed to differences in the way boys and girls participate. We also find that while prior positive feedback is correlated with increased sharing among inexperienced users, this effect also reverses with experience or with the addition of controls. Our findings provide a description of the dynamics behind online learners' decisions to share, open new research questions, and point to several lessons for system designers
Supporting an Online community of amateur creators
Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2012.Cataloged from PDF version of thesis.Includes bibliographical references (p. 169-176).This work describes a framework for the design and study of an online community of amateur creators. I focus on remixing as the lens to understand the contexts and processes of creative expression as it is fostered within social media environments. I am motivated by three broad questions: 1) Process: how do people remix and what is the role of remixing in cultural production and social learning? 2) Conditions: what kind of attributes influence people's remixing practices? 3) Attitudes: what are people's attitudes toward remixing? As part of this work, I conceived, developed and studied the Scratch Online Community: a website where young people share and remix their own video games and animations, as well as those of their peers. In five years, the community has grown to more than one million registered members and two million community-contributed projects. In the spirit of the theme of this work, this dissertation remixes several articles and blog posts written by myself or in collaboration with others. Wherever possible, the sources of the material are noted.by Andrés Monroy-Hernández.Ph.D
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Creating Science Simulations Through Computational Thinking Patterns
Computational thinking aims to outline fundamental skills from computer science that everyone should learn. As currently defined, with help from the National Science Foundation (NSF), these skills include problem formulation, logically organizing data, automating solutions through algorithmic thinking, and representing data through abstraction. One aim of the NSF is to integrate these and other computational thinking concepts into the classroom. End-user programming tools offer a unique opportunity to accomplish this goal. An end-user programming tool that allows students with little or no prior experience the ability to create simulations based on phenomena they see in-class could be a first step towards meeting most, if not all, of the above computational thinking goals. This thesis describes the creation, implementation and initial testing of a programming tool, called the Simulation Creation Toolkit, with which users apply high-level agent interactions called Computational Thinking Patterns (CTPs) to create simulations. Employing Computational Thinking Patterns obviates lower behavior-level programming and allows users to directly create agent interactions in a simulation by making an analogy with real world phenomena they are trying to represent. Data collected from 21 sixth grade students with no prior programming experience and 45 seventh grade students with minimal programming experience indicates that this is an effective first step towards enabling students to create simulations in the classroom environment. Furthermore, an analogical reasoning study that looked at how users might apply patterns to create simulations from high- level descriptions with little guidance shows promising results. These initial results indicate that the high level strategy employed by the Simulation Creation Toolkit is a promising strategy towards incorporating Computational Thinking concepts in the classroom environment