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How Co-Designing Computational Modeling Activities Helped Teachers Implement Responsive Teaching Strategies 协同设计计算建模活动如何帮助教师实施响应式教学策略
Pub Date : 2023-06-23 DOI: 10.1145/3594781.3594800
H. Swanson, LuEttaMae Lawrence, Jared Arnell, AlLisia Dawkins, Bonni Jones, B. Sherin, U. Wilensky
In recent years, science education has shifted focus, from content to practice. This is reflected in the NGSS, which advocate learning science concepts through engagement in science and engineering practices. Theory building is a central activity of science and computational modeling is a key practice through which contemporary scientists construct theory. In this paper, we discuss an 8th grade science teacher's implementation of a computational modeling lesson. The teacher had co-designed the computational modeling microworld and lesson with the research team over the preceding summers. We investigate the teacher's activity during a whole-class discussion near the end of the lesson, to understand her responsive teaching strategies and how the co-designed technology supported her in eliciting and responding to student ideas. We examine the transcript from a follow-up interview to understand her experience implementing the co-designed technology and responsive teaching strategies, and to identify foci of future co-design iterations.
近年来,科学教育的重心从内容转向实践。这反映在NGSS中,它提倡通过参与科学和工程实践来学习科学概念。理论构建是科学的核心活动,而计算建模是当代科学家构建理论的关键实践。本文讨论了一名八年级理科教师在计算机建模课上的实施情况。在之前的几个夏天里,这位老师与研究小组共同设计了计算模拟微观世界和课程。我们调查了老师在接近课程结束时的全班讨论中的活动,以了解她的响应式教学策略,以及共同设计的技术如何支持她引出和回应学生的想法。我们检查了后续采访的文字记录,以了解她实施共同设计技术和响应式教学策略的经验,并确定未来共同设计迭代的重点。
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引用次数: 0
Switch Mode: Building a middle ground between Block-based and Text-based programming 切换模式:在基于块和基于文本的编程之间建立一个中间地带
Pub Date : 2023-06-23 DOI: 10.1145/3594781.3594803
Yu-Hsiang Lin, David Weintrop, Jason Mckenna
This paper introduces Switch mode, a design strategy to introduce a middle ground to support learners in transitioning from block-based to text-based programming. The Switch mode strategy allows learners to author text-based commands inside a block-based programs. Switch mode blocks can be added by directly dragging and dropping Switch mode blocks from the blocks pallet to the program canvas (Figure 1a) or by right clicking a conventional block and selecting the convert option (Figure 1b). In embedding a scaffolded way to introduce text-based programming in a blocks-based environment, Switch mode can meet the user at their current level of ability in blocks, while also help them move to more sophisticated and powerful programming languages. In providing a means for learns to tinker with text-based programming while still having the supports of block-based tools, Switch mode contributes a novel addition to the growing ecosystem of tools designed to transit novices to the practice of text-based programming.
本文介绍了Switch模式,这是一种引入中间地带的设计策略,以支持学习者从基于块的编程过渡到基于文本的编程。Switch模式策略允许学习者在基于块的程序中编写基于文本的命令。可以通过直接将Switch模式块从块托盘拖放到程序画布来添加Switch模式块(图1a),或者右键单击常规块并选择转换选项(图1b)。通过在基于块的环境中嵌入一种脚手架式的方式来引入基于文本的编程,Switch模式可以满足用户当前在块中的能力水平,同时也可以帮助他们转向更复杂和强大的编程语言。Switch模式为学习者提供了一种方法,让他们在使用基于文本的编程的同时还能获得基于块的工具的支持,它为不断增长的工具生态系统提供了一种新颖的补充,这些工具旨在将新手转移到基于文本的编程实践中。
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引用次数: 1
Supporting high school students’ self-directed learning experiences through documentation tool design 通过文档工具设计支持高中生自主学习体验
Pub Date : 2023-06-23 DOI: 10.1145/3594781.3594801
Talia Stol, Daragh Byrne, Marti Louw, Linda Conlon, A. Keller
This paper offers a case study of the co-design and evaluation of learning support tools resulting from a design-based research engagement with facilitators of a year-long high school self-directed learning (SDL) experience. As a co-design team, we developed an integrated set of physical and digital documentation tools - the SDL documentation kit - to support student reflection on their learning and articulation of their skills while building an evidence base that they could use to apply for competency-based micro-credentials. The documentation kit consisted of a QR-linked manipulable poster, an evidence upload form, a structured cloud folder, and a timeline visualization function. The kit was made available to over 60 students, with 14 students and two educators (also co-authors) taking part in an exploratory study of tool deployment. Mixed methods findings suggest that the kit was successful in supporting key documentation-related learning processes of reflection and articulation, and that students linked the documentation kit affordances of organization, tracking progress, and making their thinking visible to their confidence in completing their SDL experience and applying for selected micro-credentials. We discuss implications for the design of documentation technology for learning, including the importance of centering pedagogical values and practices.
本文提供了一个案例研究,通过与为期一年的高中自主学习(SDL)经验的促进者进行基于设计的研究参与,共同设计和评估学习支持工具。作为一个共同设计团队,我们开发了一套集成的物理和数字文档工具——SDL文档工具包——以支持学生反思他们的学习和表达他们的技能,同时建立一个证据基础,他们可以使用它来申请基于能力的微证书。文档包包括一个qr链接的可操作海报、一个证据上传表单、一个结构化云文件夹和一个时间轴可视化功能。该工具包可供60多名学生使用,其中14名学生和两名教育工作者(也是合著者)参与了工具部署的探索性研究。混合方法的研究结果表明,该工具包成功地支持了与文档相关的关键学习过程的反思和表达,并且学生将文档工具包的组织能力,跟踪进度,并使他们的思维对他们完成SDL经验和申请选定的微证书的信心可见。我们讨论了文献技术设计对学习的启示,包括以教学价值和实践为中心的重要性。
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引用次数: 0
Experiverse: Exploring an experiment-based gamification application for motivating children to science learning in an informal setting Experiverse:探索一个基于实验的游戏化应用程序,以激励儿童在非正式环境中进行科学学习
Pub Date : 2023-06-23 DOI: 10.1145/3594781.3594799
Feiran Zhang, Hanne Brynildsrud, Sofia Papavlasopoulou, K. Sharma, M. Giannakos
Science learning at schools often lacks relevance and connection to real life; therefore, children find it challenging to apply their knowledge and may gradually lose motivation and interest in science. Gamification demonstrates a promising potential to engage children in science learning. However, little work has explored how to develop such gamification applications for them. This paper presents Experiverse, an experiment-based gamification application we developed for children's science learning in informal settings. To evaluate the interaction and experience with Experiverse, we collected data from 25 children (aged 9-13) from multiple sources, including log data, surveys and interviews. Results indicated that children's motivation significantly correlates with their enjoyment and perceived learning outcome from using Experiverse. In addition, the results revealed that children's perceived learning outcome is significantly positively correlated with the number of view visits on Experiverse. Finally, we discuss the implications for future related research on gamification application development for children.
学校的科学学习往往缺乏与现实生活的相关性和联系;因此,孩子们发现应用他们的知识具有挑战性,并可能逐渐失去对科学的动力和兴趣。游戏化展示了吸引儿童参与科学学习的巨大潜力。然而,很少有人研究如何为他们开发这样的游戏化应用程序。本文介绍了Experiverse,这是一个基于实验的游戏化应用程序,我们为儿童在非正式环境中的科学学习而开发。为了评估与Experiverse的互动和体验,我们从多个来源收集了25名儿童(9-13岁)的数据,包括日志数据、调查和访谈。结果表明,儿童的学习动机与他们使用Experiverse的乐趣和感知的学习结果显著相关。此外,研究结果还显示,儿童的感知学习成果与Experiverse的观看次数呈显著正相关。最后,讨论了未来儿童游戏化应用开发相关研究的启示。
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引用次数: 0
When Literacies Collide: The Role of Translation in Music+Coding Activities 当素养碰撞:翻译在音乐+编码活动中的作用
Pub Date : 2023-06-23 DOI: 10.1145/3594781.3594795
Cameron Roberts, M. Horn
The integration of computer programming and music-making has a rich history dating back to the 1950s. While there has been substantial prior work on the creative and cognitive affordances of programming languages for engaging in musical tasks, there is less work that attempts to understand the theoretical implications of music and code as literacies in collision. In this paper, we report on a study in which five undergraduate students with experience in both music and coding completed two creative musical tasks: one using conventional instruments and tools and one using Python code in an online music-coding environment. In combining representational infrastructures from music and code, both undergo transformations. We introduce semiotic theories of translation and transcription to make sense of the music-coding process and describe strategies that participants devised in their creative process.
计算机编程和音乐制作的结合有着悠久的历史,可以追溯到20世纪50年代。虽然之前已经有大量关于编程语言在音乐任务中的创造性和认知能力的工作,但很少有工作试图理解音乐和代码作为碰撞中的素养的理论含义。在本文中,我们报告了一项研究,其中五名具有音乐和编码经验的本科生完成了两项创造性音乐任务:一项使用传统乐器和工具,另一项在在线音乐编码环境中使用Python代码。在结合音乐和代码的代表性基础设施时,两者都经历了转换。我们引入翻译和转录的符号学理论来理解音乐编码过程,并描述参与者在其创作过程中设计的策略。
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引用次数: 0
Nurturing Eco-Consciousness: The Journey of the EcoMorph Guardian in Shaping Tomorrow's Stewards. 培养生态意识:塑造明日管家的生态守护者之旅。
Pub Date : 2023-06-23 DOI: 10.1145/3594781.3594804
Carlos Henrique Araujo de Aguiar, Cindy Su, Jennifer Gaw, Weiheng Huang, K. Walker, Yexin Lu Lu
The environment is suffering tremendous changes. Climate change and global warming are a few of the major problems facing the planet. Various kinds of garbage are ending up in the ocean, which is making Earth's environment deteriorate. After exploring the current needs for recycling in the world, we have decided to design a toy for children ages 5-10 that helps reimagine the scope of environmental education. The combination of haptic feedback in the form of lights, and sounds are utilized to help children differentiate the difference between recyclable and non-recyclable objects. The child will recognize how to properly recycle trash based on the feedback given by the toy.
环境正在发生巨大变化。气候变化和全球变暖是地球面临的几个主要问题。各种各样的垃圾最终流入海洋,这使得地球环境恶化。在探索了目前世界上对回收的需求之后,我们决定为5-10岁的孩子设计一个玩具,帮助重新想象环境教育的范围。以光和声音形式结合的触觉反馈被用来帮助孩子区分可回收和不可回收的物体。孩子会根据玩具给出的反馈认识到如何正确地回收垃圾。
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引用次数: 0
Enhancing the vocabulary learning skills of autistic children using augmented reality: a participatory design perspective 利用增强现实技术提高自闭症儿童的词汇学习技能:参与式设计视角
Pub Date : 2023-06-23 DOI: 10.1145/3594781.3594791
Ibrahim El Shemy, Ana Lucía Urrea Echeverria, Gema Erena-Guardia, D. Saldaña, M. Vulchanova, M. Giannakos
Many autistic children1 face challenges with vocabulary learning. Augmented Reality (AR) has the potential to improve their learning process by leveraging their visuo-perceptual strengths. However, there is a gap in the literature on how AR solutions should be designed, and what guidelines should be considered. Extant solutions supporting autistic children in vocabulary learning using AR have been created without taking into consideration insights from children, their parents, or experts. This paper explores the potential of AR in enhancing vocabulary learning in autistic children through a participatory design approach. Involving experts with a background in psychology, pedagogy, speech therapy, and special education, as well as autistic children and their parents, resulted in a better understanding of the underlying mechanisms used to teach vocabulary and the interaction modalities offered by AR to engage the children. This work will facilitate the design of an AR technology to support vocabulary learning in autistic children.
许多自闭症儿童在词汇学习方面面临挑战。增强现实(AR)有可能通过利用他们的视觉感知优势来改善他们的学习过程。然而,关于如何设计AR解决方案以及应该考虑哪些指导方针的文献中存在空白。现有的支持自闭症儿童使用AR学习词汇的解决方案没有考虑到儿童、他们的父母或专家的见解。本文通过参与式设计方法探讨AR对自闭症儿童词汇学习的促进作用。有心理学、教育学、语言治疗和特殊教育背景的专家以及自闭症儿童和他们的父母参与其中,从而更好地理解了用于教授词汇的潜在机制和AR提供的互动模式,以吸引儿童。这项工作将促进增强现实技术的设计,以支持自闭症儿童的词汇学习。
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引用次数: 0
From Embodied Doing to Computational Thinking in Kindergarten: A Punctuated Motor Control Model 幼儿园从具身行为到计算思维:一个间断运动控制模型
Pub Date : 2023-06-23 DOI: 10.1145/3594781.3594794
Ravi Sinha, H. Swanson, Jody Clarke-Midura, Jessica F. Shumway, Victor R. Lee, S. Chandrasekharan
We propose a motor control-based characterization of how computational thinking (CT) can emerge from embodied performance. The account is based on children's activity during a tangible coding task, and a mechanism proposed by cognitive and motor neuroscience studies. For the task, the child used navigational symbols (forward, backward, rotate right, rotate left) to program the movements of a tangible robot on a 2-D grid. We propose that the development of CT through this task can be understood in terms of “tool incorporation into the body schema.” To illustrate the proposed mechanism, we use video data from one of three teaching sessions, where a group of four kindergartners learned to code using Cubetto (a tactile screen-free grid-based robotic toy). We argue that learning the task (i.e. being able to control Cubetto to perform goal-oriented movements) is challenging because the CT task requires learners to bridge three distinct discontinuities (spatial, temporal, and representational), to achieve control over the robot. We hypothesize that learners and facilitators are likely to engage in moves (both epistemic and pedagogical) that help bridge these gaps, and thus support the incorporation of the robot and its controller into the body schema. We characterize two such moves and explicate how they might support the incorporation process. The study is part of a larger program of design-based research aimed at helping young children develop CT.
我们提出了一种基于运动控制的表征计算思维(CT)如何从具身表现中出现。该解释基于儿童在有形编码任务中的活动,以及认知和运动神经科学研究提出的机制。在这项任务中,孩子们使用导航符号(向前,向后,向右旋转,向左旋转)来编程二维网格上的有形机器人的运动。我们建议,通过这项任务的CT发展可以从“工具融入身体图式”的角度来理解。为了说明所提出的机制,我们使用了来自三个教学课程之一的视频数据,其中一组四名幼儿园儿童学习使用Cubetto(一种无触觉屏幕的基于网格的机器人玩具)编码。我们认为,学习任务(即能够控制Cubetto执行目标导向的运动)是具有挑战性的,因为CT任务要求学习者跨越三个不同的不连续(空间,时间和代表性),以实现对机器人的控制。我们假设学习者和促进者可能会采取行动(包括认知和教学)来帮助弥合这些差距,从而支持将机器人及其控制器纳入身体图式。我们描述了两种这样的举动,并解释了它们如何支持合并过程。这项研究是一个更大的旨在帮助幼儿发展CT的基于设计的研究项目的一部分。
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引用次数: 0
Gathering as Design Process: Physical Prototyping for Culturally Sustaining Computational Technologies 收集作为设计过程:物理原型的文化维持计算技术
Pub Date : 2023-06-23 DOI: 10.1145/3594781.3594802
J. K. Alladin, R. E. Cardona-Rivera, Breanne K. Litts, Melissa Tehee
To address pressing issues of bias and black boxing embedded in technologies and their underlying computational models, scholars call for inventing and employing design processes that invite participation from those whose lives are shaped by these technologies. In response, we reimagine not only how technologies and their models are designed, but also who designs them. We present our work toward developing the concept of gathering as a design process that invites physical prototyping as an important mechanism in developing culturally sustaining technologies. Gathering is inspired by “Hui,” an ‘Ōlelo Hawai‘i Hawaiian language word translated as: to band together, assemble, organize. We share our ongoing journey of inventing and engaging in gathering and present four characteristics of gathering as a design process. Our work has implications for how we design new forms of technology toward more equitable futures, especially by making visible decision making and sensemaking that occurs throughout the design process.
为了解决技术及其基础计算模型中嵌入的偏见和黑箱等紧迫问题,学者们呼吁发明和采用设计过程,邀请那些生活受到这些技术影响的人参与。作为回应,我们不仅要重新设想如何设计技术及其模型,还要重新设想谁来设计它们。我们展示了我们的工作,将聚会的概念发展为一个设计过程,将物理原型作为开发文化可持续技术的重要机制。Gathering的灵感来自“Hui”,和Ōlelo夏威夷语,翻译为:联合起来,聚集,组织。我们分享了我们不断发明和参与收集的旅程,并提出了收集作为设计过程的四个特征。我们的工作对我们如何设计新形式的技术以实现更公平的未来具有启示意义,特别是通过在整个设计过程中进行可见的决策和意义制定。
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引用次数: 0
Designing a Technology-enhanced Play Environment for Young Children's Science Modeling Practice 为幼儿科学建模实践设计一个科技增强的游戏环境
Pub Date : 2023-06-23 DOI: 10.1145/3594781.3594798
Xintian Tu, Joshua A. Danish
In this paper, we built on the Learning through Embodied Activity Framework (LEAF) and designed the GEM-STEP mixed reality environment to support young children's science modeling practice through different play activities. The participants in this study are 16 first and second-grade students who participated in activities within the GEM-STEP environment to explore the mechanism of pollination. We applied interaction analysis to classroom videos to explore how the design of mediators within the MR environment supports students’ collective play and orients students toward science modeling practices. We found that the design of the MR environment provides a pivot for students to engage in science modeling practice, and the two roles that students played with the technology offered them different perspectives to explore and examine their model of pollination. We hope this study provides guidance on how to design for young children's science modeling practice with extended reality in a more playful way.
本文以融入活动学习框架(LEAF)为基础,设计了GEM-STEP混合现实环境,通过不同的游戏活动支持幼儿科学建模实践。本研究以16名一、二年级学生为研究对象,在GEM-STEP环境中参与探究授粉机制的活动。我们将互动分析应用于课堂视频,以探索MR环境中中介的设计如何支持学生的集体游戏,并引导学生进行科学建模实践。我们发现,MR环境的设计为学生参与科学建模实践提供了一个支点,学生在技术中扮演的两个角色为他们探索和检验他们的授粉模型提供了不同的视角。我们希望本研究能为幼儿拓展现实的科学建模实践设计提供指导,使其更具趣味性。
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引用次数: 0
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Proceedings of the 2023 Symposium on Learning, Design and Technology
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