2,461 research outputs found

    Implementing a cross-curricular digital project into a PGCE computer science initial teacher education course

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    The aim of this research is to open discourse over the matters, processes and skills of the subject of Computer Science in the new English National Curriculum of 2013. The challenge for graduate computer scientists enrolled onto a Post Graduate Certificate of Education Initial Teacher Training course in the North of England was to develop a cross-curricular digital technology project using Raspberry Pi hardware and peripherals that could sense and record data to enhance pedagogy in any other English National Curriculum subject. The results of the research were unexpected and highlight the need for ‘soft skill’ development within the Computer Science curriculum

    Communicating Computational Concepts and Practices Within High School Students’ Portfolios of Making Electronic Textiles

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    Portfolios have recently gained traction within computer science education as a way to assess students’ computational thinking and practices. Whereas traditional assessments such as exams tend to capture learning within artificial settings at a single point in time, portfolios provide more authentic opportunities to document a trajectory of students’ learning and practices in everyday contexts. Furthermore, because communication itself has been defined as an important computational thinking practice, portfolios give students a place to practice this skill in the classroom. In this study, we report on the implementation of a digital portfolio with a class of 21 high school students used to capture the process of creating of an electronic textile mural project. While students’ understanding of computational concepts were only partially captured within the portfolios, their engagements with computational practices—such as debugging and iteration—were better highlighted. Much of this was due to the students’ existing communicative strategies themselves, both in terms of how precise they were in describing issues, as well as how they leveraged images and code to explain their process. Recommendations for designing more effective portfolio assessments are discussed, which include greater emphasis on creating shared classroom discourse, and leveraging students’ existing experiences with multimedia

    All Advanced Placement (AP) Computer Science is Not Created Equal: A Comparison of AP Computer Science A and Computer Science Principles

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    This article compares the two most prominent courses of Advanced Placement (AP) computer science study offered throughout 9-12 grades in the U.S. The structure, guidelines, components, and exam formats of the traditional AP Computer Science A course and the relatively newer AP Computer Science Principles course were compared to examine differences in content and emphases. A depth-of-learning analysis was conducted employing Bloom’s Revised Taxonomy to examine potential differences in rigor and challenge represented by the two options, particularly as it relates to acquiring computer programming proficiency. Analyses suggest structural differences in both course content and end-of-course exam components likely result in less depth and rigor in the new Computer Science Principles course as compared to the Computer Science A course. A lower minimum standard for learning programming skills in the Computer Science Principles course was observed, making it a less viable option for students looking to acquire skills transferable to future computer science study or employment. The potential implications for students choosing the new course over the traditional offering, as well as for schools opting for the new course as its sole or primary offering are discussed

    STEAM Maker Education: Conceal/Reveal of Personal, Artistic and Computational Dimensions in High School Student Projects

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    Much of maker education’s expansion has focused on STEM (science, technology, engineering, mathematics) learning, leaving out equally promising opportunities for integrating arts learning. In this paper we share findings from a project in which high school students created electronic-textiles-based art representing features of a community important to them as a part of an elective high school computer science class. We addressed the following research questions: (1) What kinds of personal and community meanings did students convey through their maker projects? (2) How did students engage with artistic dimensions in their projects? (3) How did coding interactive features support students’ artwork? Drawing on daily observations, pre/post interviews, and documentation of students’ artifacts (photographs of in-process designs, design notebooks, and artist statements), we developed four case studies of students as they made art representing their communities using electronic-textiles as their primary medium. Our findings reveal how making became a means of personal, artistic expression with quite literal layering of coded meanings, and how maker activities can integrate art. In the discussion we consider the opportunities for authentic artistic expression in maker education by distinguishing the difference between craft and art in a maker education context. We consider the ways in which these ideas have implications for equity, pedagogy, and future research

    Introducing Computational Thinking in K-12 Education: Historical, Epistemological, Pedagogical, Cognitive, and Affective Aspects

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    Introduction of scientific and cultural aspects of Computer Science (CS) (called "Computational Thinking" - CT) in K-12 education is fundamental. We focus on three crucial areas. 1. Historical, philosophical, and pedagogical aspects. What are the big ideas of CS we must teach? What are the historical and pedagogical contexts in which CT emerged, and why are relevant? What is the relationship between learning theories (e.g., constructivism) and teaching approaches (e.g., plugged and unplugged)? 2. Cognitive aspects. What is the sentiment of generalist teachers not trained to teach CS? What misconceptions do they hold about concepts like CT and "coding"? 3. Affective and motivational aspects. What is the impact of personal beliefs about intelligence (mindset) and about CS ability? What the role of teaching approaches? This research has been conducted both through historical and philosophical argumentation, and through quantitative and qualitative studies (both on nationwide samples and small significant ones), in particular through the lens of (often exaggerated) claims about transfer from CS to other skills. Four important claims are substantiated. 1. CS should be introduced in K-12 as a tool to understand and act in our digital world, and to use the power of computation for meaningful learning. CT is the conceptual sediment of that learning. We designed a curriculum proposal in this direction. 2. The expressions CT (useful to distantiate from digital literacy) and "coding" can cause misconceptions among teachers, who focus mainly on transfer to general thinking skills. Both disciplinary and pedagogical teacher training is hence needed. 3. Some plugged and unplugged teaching tools have intrinsic constructivist characteristics that can facilitate CS learning, as shown with proposed activities. 4. Growth mindset is not automatically fostered by CS, while not studying CS can foster fixed beliefs. Growth mindset can be fostered by creative computing, leveraging on its constructivist aspects

    Rural Teachers\u27 Cultural and Epistemic Shifts in STEM Teaching and Learning

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    This article focuses on the ways in which integrated curriculum can improve STEM teaching and learning within rural spaces. Using a design-based research approach, this study focuses on rural teachers\u27 experiences of professional learning and development training as they learn to engage computing and maker technologies in their elementary classrooms as tools for teaching students about difficult histories of immigration, migration, and forced relocation across the United States

    Chicago Alliance For Equity in Computer Science

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    Each year, about 14,000 Chicago Public Schools (CPS) students graduate with one year of high school computer science (CS) in fulfillment of the district’s CS graduation requirement. This accomplishment was the culmination of a decade of work by the Chicago Alliance for Equity in Computer Science (CAFÉCS), which includes CPS teachers and administrators, university CS faculty, and educational researchers. CAFÉCS research indicates that CPS significantly increased the capacity of schools to offer the Exploring Computer Science (ECS) introductory course, resulting in a rapid, equitable increase in students’ participation in CS. Making CS mandatory did not negatively impact performance in ECS. Students after the graduation requirement were also equally likely to be inspired to take additional CS coursework, thus doubling the number of students pursuing CS pathways. A large number of these students are now attending the City Colleges of Chicago with increased interest in CS. Recently, CAFÉCS launched a collaboration with Wright College (one of the City Colleges) and Mentor Collective to support students as they transition from CPS to the city colleges. A pilot group of 17 Wright College students are receiving peer mentoring from students at UIC and DePaul

    Supporting Case-based Learning in Information Security with Web-based Technology

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    Case-based learning has been widely used in many disciplines. As an effective pedagogical method, case-based learning is also being used to support teaching and learning in the domain of information security. In this paper, we demonstrate case-based learning in information security by sharing our experiences in using a case study to teach security management. A process model of integrating a case library and Web 2.0 technologies to facilitate case-based learning is also presented in this paper. Insights and recommendations for implementing the process model are offered as well
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