A Training Ground for Women of Color in STEM: Spelman College Tackles the STEM Pipeline as a Social Justice Issue
Paper from the 2016 Advancing Social Justice from Classroom to Community Conference.
Paper from the 2016 Advancing Social Justice from Classroom to Community Conference.
Computational algorithmic thinking (CAT) is the ability to design, implement, and assess the implementation of algorithms to solve a range of problems. Supporting Computational Algorithmic Thinking (SCAT) is a longitudinal project that explores the development of CAT capabilities by guiding African American middle-school girls through the iterative game design cycle, resulting in a set of complex games around broad themes.
This paper explores African American middle-school girls' perspectives of their experience with the Supporting Computational Algorithmic Thinking (SCAT) project and perceptions of themselves as game designers.
Computational algorithmic thinking (CAT) is the ability to design, implement, and assess the implementation of algorithms to solve a range of problems. It involves identifying and understanding a problem, articulating an algorithm or set of algorithms in the form of a solution to the problem, implementing that solution in such a way that the solution solves the problem, and evaluating the solution based on some set of criteria.
This article explores middle school girls' reflections about the difficulties they faced while using computational algorithmic thinking capabilities as they engaged in collaborative game design for social change. Authors focus on how these difficulties changed over the course of three years as well as new difficulties that emerged from year to year as girls become more expert game designers and computational algorithmic thinkers.
Computational algorithmic thinking (CAT) is the ability to design, implement, and assess the implementation of algorithms to solve a range of problems. It involves identifying and understanding a problem, articulating an algorithm or set of algorithms in the form of a solution to the problem, implementing that solution in such a way that it solves the problem, and evaluating the solution based on some set of criteria. CAT has roots in Mathematics, through problem solving and algorithmic thinking. CAT lies at the heart of Computer Science, which is defined as the study of algorithms.
This article introduces CAT as explored through the Supporting Computational Algorithmic Thinking (SCAT) project, an ongoing longitudinal between-subjects research project and enrichment program that guides African-American middle school girls (SCAT Scholars) through the iterative game design cycle resulting in a set of complex games around broad themes.
To learn more, visit https://www.cscl2019.com/en/-home/4.
DRK-12 Presenters:
*Denotes CADRE Fellow or Fellows alumnus
Learn more and register at: https://circlcenter.org/events/webinar-neuroscience-and-cyberlearning/
Many organizations are seeking to address the need for greater numbers of computer scientists in the US, and in particular, more women and underrepresented minorities. It is not uncommon to develop curriculum that relies heavily on cutting edge technology and computing tools designed to make computing more compelling. Many curriculum developers are seeking to promote creativity as a part of computing, and often do so using STEAM (science, technology, engineering, arts, and mathematics) based interventions where the arts play a prominent role in the classroom.
In this paper, authors present the causal loop diagrams developed to explain the relationships between the actors and attributes involved in implementing EarSketch in a particular school setting. The diagram allows us to better make decisions that ensure both an engaging but also effective STEAM-based computing curriculum.
Co-located collaborative live coding is a potential approach to network music and to the music improvisation practice known as live coding. A common strategy to support communication between live coders and the audience is the use of a chat window. However, paying attention to simultaneous multi-user actions, such as chat texts and code, can be too demanding to follow. In this paper, we explore collaborative music live coding (CMLC) using the live coding environment and pedagogical tool EarSketch.
In this paper, authors explore collaborative music live coding (CMLC) using the live coding environment and pedagogical tool EarSketch. In particular, we examine the use of turn-taking and a customized chat window inspired by the practice of pair programming, a team-based strategy to efficiently solving computational problems.
McKlin, T., Magerko, B., Lee, T., Wanzer, D., Edwards, D., & Freeman, J. (2018). Authenticity and personal creativity: How EarSketch affects student persistence. In Proceedings of the 49th ACM Technical Symposium on Computer Science Education (SIGCSE 2018). New York, NY: ACM Publications.
This conference paper explains how EarSketch affects student persistence.
The second webinar in a new eColloq Series on Cyberlearning featured presentations by Katie Headrick Taylor and Tom Moher on their research, followed by discussion. The eColloq will be chaired by Michael Hoffmann, Georgia Institute of Technology.