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2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)最新文献

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Computer Science Principles (CSP) and students with learning differences: Expanding opportunities for a hidden underrepresented group 计算机科学原理(CSP)和有学习差异的学生:为隐藏的未被充分代表的群体扩大机会
Sarah J. Wille, J. Century, Miriam Pike
The computer science (CS) education field is engaging in unprecedented efforts to expand opportunities in K-12 CS education, and to broaden participation of students traditionally underrepresented in CS. However, even as the field considers ways to provide access to high school computing in general, and the new AP CSP course in particular, one underrepresented group is often overlooked: students with learning differences (that is, students with specific learning disabilities and related attention deficit disorders, like ADHD). The national dialogue about broadening participation in K-12 computing education has given almost no voice to this population. As computer science education initiatives grow, K-12 teachers need evidence-based guidance about how to account for challenges specific to learning disabilities and attention deficit disorders so that these students who learn differently can access instruction and curriculum in ways that address their learning needs. This paper reports on the first phase of a National Science Foundation (NSF) supported exploratory research study (Grant #1542963) to address this problem. We describe our education research-practice partnership that aims to make CS more accessible for students who learn differently and in doing so, highlight the team's process of collaboration as a critical element to address the problem and support equitable learning in CS.
计算机科学(CS)教育领域正在进行前所未有的努力,以扩大K-12计算机科学教育的机会,并扩大传统上在CS中代表性不足的学生的参与。然而,就在这个领域考虑如何提供一般的高中计算机,特别是新的AP CSP课程的途径时,一个代表性不足的群体经常被忽视:有学习差异的学生(即有特殊学习障碍和相关注意力缺陷障碍的学生,如多动症)。关于扩大K-12计算机教育参与率的全国性对话几乎没有给这一群体以发言权。随着计算机科学教育计划的发展,K-12教师需要基于证据的指导,了解如何解决学习障碍和注意力缺陷障碍的具体挑战,以便这些学习方式不同的学生能够以满足他们学习需求的方式获得教学和课程。本文报告了美国国家科学基金会(NSF)支持的探索性研究研究(资助号1542963)的第一阶段,以解决这个问题。我们描述了我们的教育研究实践合作伙伴关系,旨在使学习方式不同的学生更容易接触到计算机科学,并在此过程中,强调团队的合作过程是解决问题和支持计算机科学公平学习的关键因素。
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引用次数: 2
Does a taste of computing increase Computer Science enrollment? 对计算机的兴趣会增加计算机科学专业的入学人数吗?
S. McGee, R. McGee-Tekula, Jennifer Duck, Ronald I. Greenberg, L. Dettori, Dale F. Reed, Brenda Wilkerson, Don Yanek, Andrew M. Rasmussen, Gail Chapman
This study investigated the impact of the Exploring Computer Science (ECS) program on the likelihood that students of all races and gender would pursue further computer science coursework in high school. ECS is designed to foster deep engagement through equitable inquiry around computer science concepts. If the course provides a meaningful and relevant experience, it will increase students' expectancies of success as well as increase their perceived value for the field of computer science. Using survey research, we sought to measure whether the relevance of students' course experiences influenced their expectancies and value and whether those attitudes predicted whether students pursued further computer science coursework. The results indicate that students whose course experience increased expectancies for success were more likely to take another course.
本研究调查了探索计算机科学(ECS)计划对所有种族和性别的学生在高中继续学习计算机科学课程的可能性的影响。ECS旨在通过围绕计算机科学概念的公平调查促进深入参与。如果课程提供了有意义和相关的经验,它将增加学生对成功的期望,并增加他们对计算机科学领域的感知价值。通过调查研究,我们试图衡量学生课程经历的相关性是否影响他们的期望和价值,以及这些态度是否预测学生是否继续学习计算机科学课程。研究结果表明,有过课程体验的学生对成功的期望更高,他们更有可能选修另一门课程。
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引用次数: 15
Diversity in K-12 CS education across the U.S. 美国K-12计算机科学教育的多样性
Jennifer Wang, Hai Hong, S. H. Moghadam
This multi-year research study examines knowledge and perceptions of computer science (CS), disparities in access, and barriers to offering CS. In particular, the analysis identifies differences by demographic to gain insight into inequities in CS. The first year of the study surveyed 1,673 students, 1,685 parents, 1,013 teachers, 9,693 principals, and 1,865 superintendents. We found most respondents were unable to distinguish computer literacy activities from CS, with Black or Hispanic respondents even less likely to do so, and perceptions of who does CS were narrow and stereotypical (White, male, smart). Results also indicate discrepancies in access to technology and CS; Hispanic students reported lower exposure to computers at home and in school, and Black students and lower-income students reported less access to CS in school. Hispanic students were less likely to have learned CS or have confidence to learn CS compared to their counterparts. Finally, we explored barriers to access and identified a disconnect: parent (particularly from lower incomes) and student demand for CS education was very high while administrators' perceptions of this demand was low.
这项为期多年的研究考察了计算机科学(CS)的知识和观念,获取的差异以及提供CS的障碍。特别是,该分析通过人口统计学的差异来洞察CS的不平等。研究第一年对1673名学生、1685名家长、1013名教师、9693名校长和1865名督学进行了调查。我们发现大多数受访者无法区分计算机素养活动和计算机科学,黑人或西班牙裔受访者甚至更不可能做到这一点,并且对谁做计算机科学的看法是狭隘和刻板的(白人,男性,聪明)。结果还表明,在获取技术和CS方面存在差异;西班牙裔学生在家和学校接触电脑的机会较少,黑人学生和低收入家庭学生在学校接触电脑的机会较少。与其他学生相比,西班牙裔学生学习计算机科学或有信心学习计算机科学的可能性较小。最后,我们探讨了访问障碍,并发现了一个脱节:家长(特别是低收入家庭)和学生对计算机科学教育的需求非常高,而管理人员对这种需求的看法很低。
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引用次数: 2
Remixing Minecraft to broaden participation in computing 重新混合《我的世界》以扩大计算机的参与
Ugochi Acholonu, Dominic A. Amato, Jessa Dickinson, Leslie Smith, Joshua Engel, Erin Walker, G. Grant, Nichole Pinkard
Minecraft is one of the most popular games among youth today, experiencing sales over 100 million worldwide and channels on YouTube generating over 47 billion views. Our interest in the game environment is due to its innate computational mechanics that integrate logic, design, and scripting elements. Because of these traits, many organizations and schools are looking to incorporate Minecraft into their curriculum to support computational thinking and computational practices. However, there are challenges surrounding the distribution and availability of individuals who possess the technical and computational expertise needed to support these opportunities. In this poster we introduce the DYN Minecraft Server project. The project is designed to address barriers of entry for adults at schools and youth-serving organizations who want to provide computing-related learning opportunities to diverse youth. We worked with families, city organizations, mentors, and youth to modify the commercially available Minecraft to support adults who may have limited expertise in computing or Minecraft, yet wish to use the platform in order to teach computational content The modifications include the integration of an information network that promotes STEM learning opportunities that are available throughout the city. We discuss our design process, designed activities and interfaces, and feedback from youth, partners, and mentors using the system.
《我的世界》是当今年轻人中最受欢迎的游戏之一,全球销量超过1亿,YouTube频道的浏览量超过470亿。我们之所以对游戏环境感兴趣,是因为其内在的计算机制整合了逻辑、设计和脚本元素。由于这些特点,许多组织和学校都希望将《我的世界》纳入他们的课程,以支持计算思维和计算实践。然而,拥有支持这些机会所需的技术和计算专业知识的个人的分布和可用性存在挑战。在这张海报中,我们介绍了DYN Minecraft服务器项目。该项目旨在解决学校和青年服务组织中成年人的入学障碍,这些组织希望为不同的青年提供与计算机相关的学习机会。我们与家庭、城市组织、导师和青年合作,修改了市上可用的《我的世界》,以支持那些在计算或《我的世界》方面专业知识有限,但希望使用该平台来教授计算内容的成年人。修改包括整合信息网络,促进整个城市可用的STEM学习机会。我们讨论了我们的设计过程,设计的活动和界面,以及青年,合作伙伴和导师使用系统的反馈。
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引用次数: 1
Understanding blended mentorship in Minecraft: Scaling computer science expertise across distances 理解《我的世界》中的混合指导:跨越距离扩展计算机科学专业知识
Ugochi Acholonu, Jessa Dickinson, Leslie Smith, Dominic A. Amato, Nichole Pinkard
A critical barrier in providing computer science learning opportunities to all is the dearth of professionals who have the expertise to teach computer science. Blended learning approaches have the potential to reduce this barrier by facilitating the distribution of expertise across distances. In this poster we present our approach to understanding how to design blended learning models for the informal space that take advantage of the expertise of adult mentors and computer science experts. Our theoretical framing is based on Nacu et al. (2014) adult mentor roles, which suggest that adults play different roles (e.g., encourager, monitor, broker) to support students learning. We use Minecraft, a popular, 3D, online, multiplayer game, as our study context. The poster presents two studies that investigate ways of facilitating mentorship in a blended learning environment to teach computational thinking. Study 1 focuses on documenting the roles mentors play while facilitating a computer science-related Minecraft workshop with middle school students. Study 2 focuses on understanding how these roles are modified when online and in person mentors work together to facilitate a computational learning opportunity. Our initial findings suggest that defining a scalable model to support blended learning models in informal spaces requires a variety of mentor roles. Additionally, when coordinating mentorship across mediums, gaps in student support can arise when there is a lack of (a) explicit strategies of communication in place between in-person and online mentors; and (b) clearly defined roles assigned to mentors.
向所有人提供计算机科学学习机会的一个关键障碍是缺乏具有教授计算机科学专业知识的专业人员。混合学习方法有可能通过促进跨距离的专业知识分配来减少这一障碍。在这张海报中,我们展示了如何利用成人导师和计算机科学专家的专业知识为非正式空间设计混合学习模式的方法。我们的理论框架是基于Nacu等人(2014)的成人导师角色,这表明成年人扮演不同的角色(例如,鼓励者、监督者、经纪人)来支持学生的学习。我们使用《我的世界》,一个流行的3D在线多人游戏作为我们的研究背景。海报展示了两项研究,调查了在混合学习环境中促进师友关系的方法,以教授计算思维。研究1的重点是记录导师在促进中学生与计算机科学相关的《我的世界》研讨会上所扮演的角色。研究2的重点是了解当在线导师和面对面导师一起工作以促进计算学习机会时,这些角色是如何修改的。我们的初步发现表明,定义一个可扩展的模型来支持非正式空间中的混合学习模型需要各种各样的导师角色。此外,在协调跨媒介指导时,如果缺乏(a)面对面导师和在线导师之间明确的沟通策略,就会出现学生支持方面的差距;(b)明确定义导师的角色。
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引用次数: 1
STEAM-based interventions: Why student engagement is only part of the story 基于steam的干预:为什么学生参与只是故事的一部分
Michael Helms, Roxanne A. Moore, Doug Edwards, Jason Freeman
EarSketch lowers the barriers to entry and broadens engagement in computer science through expressive and culturally relevant music composition. In EarSketch, students write computer code to remix sound samples into original music compositions, often within hours of first exposure to the application. Coupled with sound samples rooted in modern music genres, EarSketch generates deep student engagement. We observed two unexpected challenges when implementing EarSketch in high school Computer Science Principles courses. First, music that appeals to the students' generation may be difficult for teachers to appreciate (and vice versa). Second, while a majority of students engaged in music production and coding, we observed that some students fixated on artistic musical expression without engaging in substantial computational thinking. These findings may apply more broadly in computational courses situated in expressive domains and to STEAM courses in general. We conclude with suggested changes to professional development, which may be applied more generally to creative computation and STEAM-based courses.
EarSketch降低了进入门槛,并通过富有表现力和与文化相关的音乐作品扩大了对计算机科学的参与。在EarSketch中,学生们编写计算机代码,将声音样本重新混音到原始音乐作品中,通常在第一次接触应用程序的几个小时内完成。再加上根植于现代音乐流派的声音样本,EarSketch产生了深刻的学生参与。在高中计算机科学原理课程中实施EarSketch时,我们发现了两个意想不到的挑战。首先,对学生一代有吸引力的音乐可能很难被老师欣赏(反之亦然)。其次,虽然大多数学生从事音乐制作和编码,但我们观察到一些学生专注于艺术音乐表达,而没有进行实质性的计算思维。这些发现可以更广泛地应用于位于表达领域的计算课程和一般的STEAM课程。最后,我们提出了对专业发展的建议,这可能更广泛地应用于创造性计算和基于steam的课程。
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引用次数: 5
Remote access programs to better integrate individuals with disabilities 远程访问计划,以更好地融入残疾人
Thomas Hahn, H. Rahman, R. Segall, Christopher Heim, Raphaela Brunson, Ankush Sharma, Maryam Aslam, A. Lara-Rodriguez, M. S. Islam, Neha Gupta, Charles S. Embry, Patrick Grossmann, Shahrukh Babar, Gregory A. Skibinski, Fusheng Tang
There have been insurmountable obstacles for sharing instructions with disabled students but now they can be easily overcome by using the free programs TeamViewer in combination with Skype, Krut Computer Recorder and Zoomtext because they allow to transmit all instructional material in accessible format in real time from the lecture computer directly to the screen of the disabled student. Moreover, they allow for efficient one on one tutoring by allowing the visually impaired student to follow with Zoomtext without limiting the visual field of the online instructor. These programs can be used to extend computer lab hours and thus give more time to disabled students to complete their lab assignments. Logging remotely into the instructor's computer allows beaming lectures directly into the screen of visually impaired students. These programs can enhance online collaborations even for non disabled people and help to better integrate disabled people into an increasingly specialized and competitive workforce
与残疾学生分享指导有不可逾越的障碍,但现在他们可以很容易地克服,通过使用免费程序TeamViewer与Skype, Krut Computer Recorder和Zoomtext相结合,因为他们允许将所有教学材料以可访问的格式实时从讲课计算机直接传输到残疾学生的屏幕上。此外,它们允许视障学生跟随Zoomtext进行有效的一对一辅导,而不会限制在线教师的视野。这些程序可以用来延长计算机实验室的时间,从而给残疾学生更多的时间来完成他们的实验作业。远程登录到教师的电脑上,可以将讲课内容直接传送到视障学生的屏幕上。这些项目甚至可以加强非残疾人的在线协作,并帮助残疾人更好地融入日益专业化和竞争性的劳动力队伍
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引用次数: 4
Can embodied interaction and virtual peer customization in a virtual programming environment enhance computational thinking? 虚拟编程环境中的具身交互和虚拟对等定制能增强计算思维吗?
Dhaval Parmar, Sabarish V. Babu, Lorraine Lin, S. Jörg, Nikeetha D'Souza, Alison E. Leonard, S. Daily
To address the problem of underexposure, underrepresentation, and underproduction of diverse professionals in the field of computing, we target middle school education using an idea that combines computational thinking with dance and movement choreography. This lightning talk delves into a virtual reality education and entertainment application named Virtual Environment Interactions (VEnvI). Our in vivo study examines how VEnvI can be used to teach fundamental computer science concepts such as sequences, loops, variables, conditionals, functions, and parallel programming. We aim to reach younger students through a fun and intuitive interface for choreographing dance movements with a virtual character. Our study contrasts the highly immersive and embodied virtual reality metaphor of using VEnvI with a non-immersive desktop metaphor. Additionally, we examine the effects of user attachment by comparing the learning results gained with customizable virtual characters in contrast with character presets. By analyzing qualitative and quantitative user responses measuring cognition, presence, usability, and satisfaction, we hope to find how virtual reality can enhance interest in the field of computer science among middle school students.
为了解决计算机领域不同专业人员的曝光不足、代表性不足和产出不足的问题,我们将计算思维与舞蹈和动作编排结合起来,以中学教育为目标。这个闪电演讲深入探讨了一个名为虚拟环境交互(VEnvI)的虚拟现实教育和娱乐应用程序。我们的体内研究考察了VEnvI如何用于教授基本的计算机科学概念,如序列、循环、变量、条件、函数和并行编程。我们的目标是达到年轻的学生通过一个有趣的和直观的界面编排舞蹈动作与虚拟角色。我们的研究对比了使用VEnvI的高度沉浸式和具体化的虚拟现实隐喻与非沉浸式桌面隐喻。此外,我们通过比较可定制虚拟角色与角色预设的学习结果来检查用户依恋的影响。通过对用户的认知、在场、可用性和满意度进行定性和定量分析,我们希望找到虚拟现实如何提高中学生对计算机科学领域的兴趣。
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引用次数: 11
The community college pathway to computer science and other STEM bachelor's degrees 社区大学通往计算机科学和其他STEM学士学位的途径
S. Jaggars, J. Fink, J. Fletcher, A. Dundar
Community colleges may represent an important component of strategies that aim to increase the quantity and diversity of computer science bachelor's degree earners. This study examines a national cohort of bachelor's recipients who began at community colleges, and finds limited evidence that these students can follow a “well-trodden pathway” in computer science. To entice more students to CS bachelor's degrees, 4-year colleges may need to work more closely with 2-year colleges to create structured pre-transfer pathways in CS.
社区大学可能是旨在增加计算机科学学士学位获得者数量和多样性的战略的重要组成部分。这项研究调查了一群从社区大学开始获得学士学位的全国学生,并发现有限的证据表明这些学生可以遵循计算机科学的“常规途径”。为了吸引更多的学生获得计算机科学学士学位,四年制大学可能需要与两年制大学更紧密地合作,创建结构化的计算机科学预转学途径。
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引用次数: 6
Understanding the impact of QPOC representation in video games 理解QPOC表现在电子游戏中的影响
Roger D. Smith, Adrienne Decker
The lack of representation of diversity in media has been a long-standing and documented problem. Different types of media suffer from different problems with regard to representation. The games industry has been under fire for portrayals of women and underrepresented minorities for many years. Looking at the game industry as part of the larger technology and computing industry, which also has problems with lack of diversity in its workforce, we see that the problem is not just within the games, but also within the industry and community (Gamergate). The focus of this work is specifically on representation of a cross-sectional group of underrepresented minorities, Queer People of Color (QPOC) in video games. The term QPOC is derived from the term Person of Color (POC). It is used as a means of self-identification by members of the group to reject a single “master status”. To find out the impact that representation has, we surveyed QPOC about their experiences with representation in video games and solicited their opinions on how this representation, or lack thereof, has impacted them. Our survey showed that members of this group did not feel well represented, but were greatly influenced by the representations that do exist. We believe that one of the steps to solving the diversity problem in technology is to make sure that all groups feel welcome in the technology space. For games, working to make sure as many people as possible are represented is the first step in that inclusion.
媒体缺乏对多样性的代表性是一个长期存在的问题。不同类型的媒体在表现方面面临不同的问题。多年来,游戏行业一直因描绘女性和代表性不足的少数群体而受到抨击。将游戏产业视为更大的技术和计算产业的一部分,它也存在着劳动力缺乏多样性的问题,我们发现这个问题不仅存在于游戏中,也存在于产业和社区中(Gamergate)。这项工作的重点是关于电子游戏中代表性不足的少数群体的代表性,即酷儿有色人种(Queer People of Color,简称QPOC)。QPOC一词来源于“有色人”(POC)一词。它被群体成员用来作为一种自我认同的手段,以拒绝单一的“主人地位”。为了找出代表性的影响,我们调查了QPOC关于他们在电子游戏中的代表性体验,并征求他们关于这种代表性或缺乏这种代表性如何影响他们的意见。我们的调查显示,这一群体的成员觉得自己没有得到很好的代表,但却受到了确实存在的代表的极大影响。我们认为,解决技术多样性问题的步骤之一是确保所有群体在技术领域都感到受欢迎。对于游戏来说,确保尽可能多的人出现在游戏中是实现包容性的第一步。
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引用次数: 9
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2016 Research on Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)
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