This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining digital fluency – the competencies, new representational practices, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design, evaluate, critique, synthesize, and develop digital media artifacts, communication messages, or other electronic expressions. A primary goal of this paper is to identify promising perspectives through which learning is conceptualized, and to share the
This poster was shared at the 2014 AISL PI meeting, August 20-22. It describes the goals and early (pre-award) work on the GrACE project. This project aims to teach computational thinking and fostering computer science attitude change among middle school students through a procedurally generated puzzle game.
DATE:
TEAM MEMBERS:
Northeastern UniversityGillian SmithCasper Harteveld
Northeastern University will design, test, and study GrACE, a procedurally generated puzzle game for teaching computer science to middle school students, in partnership with the Northeastern Center for STEM Education and the South End Technology Center. The Principal Investigators will study the effect of computer generated games on students' development of algorithmic and computational thinking skills and their change of perception about computer science through the game's gender-inclusive, minds-on, and collaborative learning environment. The teaching method has potential to significantly advance the state of the art in both game-based learning design and yield insights for gender-inclusive teaching and learning that could have broad impact on advancing the field of computer science education. Development and evaluation of GrACE will consist of two, year-long research phases, each with its own research question. The first, design and development, phase will focus on how to design a gender-inclusive, educational puzzle game that fosters algorithmic thinking and positive attitude change towards computer science. The content generator will be created using Answer Set Programming, a powerful approach that involves the declarative specification of the design space of the puzzles. The second phase will be an evaluation that studies, by means of a mixed-methods experimental design, the effectiveness of incorporating procedural content generation into an educational game, and specifically whether such a game strategy stimulates and improves minds-on, collaborative learning. Additionally, the project will explore two core issues in developing multiplayer, collaborative educational games targeted at middle school students: what typical face-to-face interactions foster collaborative learning, and what gender differences exist in how students play and learn from the game. The project will reach approximately 100 students in the Boston area, with long-term goals of reaching students worldwide, once the game has been tested with a local audience. Results of the project will yield a new educational puzzle game that can teach algorithmic thinking and effect attitude change regarding computer science. Through the process of creating a gender-inclusive game to teach computer science, it will provide guidelines for future educational game projects. Beyond these individual project deliverables, it will improve our understanding of the potential for procedural content generation to transform education, through its development of a new technique for generating game content based on supplying educational objectives.
DATE:
-
TEAM MEMBERS:
Northeastern UniversityGillian SmithCasper Harteveld
This poster was presented at the 2014 AISL PI Meeting. It describes a project that uses location-based augmented reality games on smartphones to engage youth in activities developed by informal science institutions.
DATE:
TEAM MEMBERS:
Missouri Botanical GardenBob Coulter
Informal Community Science Investigators (iCSI) creates a network of four geographically diverse informal science institutions working together on strategies to engage youth ages 10-13 through location based augmented reality (AR) games played on smartphones. These high-interest, kid-friendly games will be used by families visiting the institutions and by youth who enroll in more intensive summer camp programs. Using AR games, participants will engage in playful but scientifically-grounded investigations drawing on each institution's research, exhibits, and natural spaces. For example, a botanical garden might engage young visitors through AR games with themes related to native and invasive species, while a zoo might create a game experience focusing on illegal wildlife trade. Participants in the iCSI summer camp program will have more intensive experiences, including work with the host institution's scientists, opportunities to develop original augmented reality games, and experiences with game-related service learning and citizen science programs. For both target groups (families and campers), the location specific games build understanding of both the institution's mission and the broader realm of scientific research and application. The project will test the notion of participants as "learner hero," the link between game play and the individual's development of competency, autonomy and the relationship to real world experience, in this case through community action on the subject of the game developed. To that end, participants will be encouraged to extend their involvement through related investigations on site and participation in community activities and projects that can be done at home. Social media tools such as Facebook and web sites managed by the host institutions will provide recognition for this extended engagement, helping participants maintain ties to the program. Additionally, program resources provide assistance to adult family members in nurturing and sustaining youth interest in STEM activities and careers. A major effort of the project will be development of a new software infrastructure called TaleBlazer for the augmented reality game that will enable teachers and students to develop their own game that incorporates real data collection and scientific model building. The new platform will enhance the game play platform MITAR developed with NSF funding.
This poster provides an overview, program goals, evaluation plan, and research questions for the AISL project, Techbridge Broad Implementation: An Innovative Model to Inspire Girls in STEM Careers. The poster was presented at the 2014 AISL PI Meeting.
This study was designed to contribute to a small but growing body of knowledge on the influence of gender in technology-rich collaborative learning environments. The study examined middle school students’ attitudes towards using computers and working in groups during scientific inquiry. Students’ attitudes towards technology and group work were analyzed using questionnaires. To add depth to the findings from the survey research, the role of gender was also investigated through the analysis of student conversations in the context of two activities: exploring science information on a hypertext
DATE:
TEAM MEMBERS:
Jessica GoldsteinSadhana Puntambekar
Girls and women, especially if they are people of color, supposedly do not like computer technology or science. Myriad reports and studies document their limited interest and participation in these fields, both in school and at work. This article reports some preliminary results from an after-school intervention intended to increase urban, African-American middle school girls' interest and participation in computer technology and science. The intervention program was designed by university researchers, community developers, and local residents to correspond to state curriculum content
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our
DATE:
TEAM MEMBERS:
Michael HornErin SoloveyR. Jordan CrouserRobert Jacob
In this paper we describe the design and initial evaluation of a tangible computer programming exhibit for children on display at the Boston Museum of Science. We also discuss five design considerations for tangible interfaces in science museums that guided our development and evaluation. In doing so, we propose the notion of passive tangible interfaces. Passive tangibles serve as a way to address practical issues involving tangible interaction in public settings and as a design strategy to promote reflective thinking. Results from our evaluation indicate that passive tangibles can preserve
DATE:
TEAM MEMBERS:
Michael HornErin SoloveyRobert Jacob
Equipping today's youth with the skills necessary to compete in the 21st Century workforce is a top priority of our nation's schools, communities, policy makers and businesses. This issue brief examines how afterschool provides kids with the opportunity to develop skills to help them succeed in an increasingly competitive labor market.
Digital media and technology are revolutionizing how, where and when children learn, compelling many educators to completely re-imagine what a learning experience looks like. At the core of effective digital media and learning is the principle that instructional strategies should be personalized and that technology is a tool that supports effective teaching and learning practices. Afterschool programs are an ideal setting for digital learning--excelling at providing interest-driven learning opportunities can learn at their own pace, participate in hands-on learning experiences, and engage in