skip to main content


Title: Computational Thinking Integration into Middle Grades Science Classrooms: Strategies for Meeting the Challenges
This paper reports findings from the efforts of a university-based research team as they worked with middle school educators within formal school structures to infuse computer science principles and computational thinking practices. Despite the need to integrate these skills within regular classroom practices to allow all students the opportunity to learn these essential 21st Century skills, prior practice has been to offer these learning experiences outside of mainstream curricula where only a subset of students has access. We have sought to leverage elements of the research-practice partnership framework to achieve our project objectives of integrating computer science and computational thinking within middle science classrooms. Utilizing a qualitative approach to inquiry, we present narratives from three case schools, report on themes across work sites, and share recommendations to guide other practitioners and researchers who are looking to engage in technology-related initiatives to impact the lives of middle grades students.  more » « less
Award ID(s):
1640141
NSF-PAR ID:
10100691
Author(s) / Creator(s):
; ; ; ; ; ; ;
Date Published:
Journal Name:
Middle grades review
Volume:
4
Issue:
3
ISSN:
2379-4690
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. null (Ed.)
    Teaching Engineering Concepts to Harness Future Innovators and Technologists (TECHFIT) was an NSF-funded science, technology, engineering, and math (STEM) project (DRL-1312215) (Harriger B. , Harriger, Flynn, & Flynn, 2013) that included a professional development (PD) program for teachers and an afterschool program for students. Curriculum and Assessment Design to Study the Development of Motivation and Computational Thinking for Middle School Students across Three Learning Contexts is an NSF-funded research project (DRL-1640178) (Harriger A. , Harriger, Parker, & Li, 2016) that examines the impact of delivering the TECHFIT curriculum to middle school students in three different contexts: afterschool program, in-school class, core class module. Thus far, the new project has deployed TECHFIT using the first two contexts, both of which use the entire TECHFIT curriculum. The goal of the TECHFIT curriculum is to spark interest in STEM and computational thinking (CT) in middle school students. The curriculum employs two computer programming tools as well as physical computing to introduce participants to STEM and CT. It also includes use of brain blasts to engage participants in a wide variety of physical activity throughout the instruction as well as to enrich their imaginations with different ways to make movement fun. This paper focuses on the process of exergame development using TECHFIT tools as a way to support CT skills development. The process is illustrated using a complete example from inception to a picture of teachers testing the working, physical exergame. 
    more » « less
  2. Research suggests that introducing students to computational concepts at a young age improves the likelihood that they will become interested in computer science later on in life (Super, 1953). As such, it is becoming increasingly important to develop lessons for K-12 students that include computational thinking (Barr, 2011). The storytelling project at Montana State University integrates computational thinking skills into the Indian Education for All (IEFA) curriculum for middle school students in Montana. 1. Identify an object not in Alice and needed for a lesson. 2. Develop rough draft and provide to the model developer. 3. Develop model in 3Ds max. 4. Add model to world, and add methods as needed. References Plateau Indian Beaded Bags 5. Gather feedback from students and instructors. Barr, V., & Stephenson, C. (2011). Bringing computational thinking to K-12: what is Involved and what is the role of the computer science education community? Acm Inroads, 2(1), 48-54. Cooper, J. (n.d.). Plateau beaded bag, ca. 1930 [Photograph found in Fred Mitchell, Montana Historical Society, Helena]. Retrieved from http://mhs.mt.gov/ Portals/11/education/ABeautifulTradition/tradition%20design%20color% 20brochure.pdf Super, D. E. (1953). A theory of vocational development. American Psychologist, 8(5), 185-190. We work to develop lesson plans, plan outreach events, and find relevant literature to satisfy the content standard requirements as well as the essential understandings associated with IEFA. Furthermore, we strive to integrate basic computer science concepts into these lessons to help pique student interest in programming and computational thinking. This is done using the Alice software, a drag-and-drop programming environment that allows students to use computational thinking in a beginner-friendly interface to create animations. 
    more » « less
  3. Abstract

    Much research attention has been focused on learning through game playing. However, very little has been focused on student learning through game making, especially in science. Moreover, none of the studies on learning through making games has presented an account of how students engage in the process of game design in real time. The present study seeks to address that gap. We report an exploratory embedded case study in which three groups of students in one classroom created a computer game designed to teach peers about climate science, while drawing on scientific knowledge, principles of game design, and computational thinking practices. Data sources were student design sheets, computer video, and audio screen capture while students created their game, and interviews after completing the curriculum unit. A theme‐driven framework was used to code the data. A curricular emphasis on systems across climate systems, game design, and computational thinking practices provided a context designed to synergistically supported student learning. This embedded case study provides a rich example of what a collaborative game design task in a constructionist context looks like in a middle school science classroom, and how it supports student learning. Game design in a constructionist learning environment that emphasized learning through building a game allowed students to choose their pathways through the learning experience and resulted in learning for all despite various levels of programming experience. Our findings suggest that game design may be a promising context for supporting student learning in STEM disciplines.

     
    more » « less
  4. In this proposal, we will share some initial findings about how teacher and student engagement in cogenerative dialogues influenced the development of the Culturally Relevant Pedagogical Guidelines for Computational Thinking and Computer Science (CRPG-CSCT). The CRPG-CSCT’s purpose is to provide computer science teachers with tools to enhance their instruction by accurately reflecting students’ diverse cultural resources in the classroom. Additionally, the CRPG-CSCT will provide guidance to non-computer science teachers on how to facilitate the integration of computational thinking skills to a broad spectrum of classes in the arts, humanities, sciences, social sciences, and mathematics. Our initial findings shared here are part of a larger NSF-funded research project (Award No. 2122367) which aims to better understand the barriers to entry and challenges for success faced by underrepresented secondary school students in computer science, through direct engagement with the students themselves. Throughout the 2022-23 academic year, the researchers have been working with a small team of secondary school teachers, students, and instructional designers, as well as university faculty in computer science, secondary education, and sociology to develop the CRPG-CSCT. The CRPG-CSCT is rooted in the tenets of culturally relevant pedagogy (Ladson-Billings, 1995) and borrows from Muhammad’s (2020) work in Cultivating Genius: An Equity Framework for Culturally and Historically Responsive Literacy. The CRPG-CCT is being developed over six day-long workshops held throughout the academic year. At the time of this submission, five of the six workshops had been completed. Each workshop utilized cogenerative dialogues (cogens) as the primary tool for organizing and sustaining participants’ engagement. Through cogens, participants more deeply learn about students’ cultural capital and the value of utilizing that capital within the classroom (Roth, Lawless, & Tobin, 2000). The success of cogens relies on following specific protocols (Emdin, 2016), such as listening attentively, ensuring there are equal opportunities for all participants to share, and affirming the experiences of other participants. The goal of a cogen is to reach a collective decision, based on the dialogue, that will positively impact students by explicitly addressing barriers to their engagement in the classroom. During each workshop, one member of the research team and one undergraduate research assistant observed the interactions among cogen participants and documented these in the form of ethnographic field notes. Another undergraduate research assistant took detailed notes during the workshop to record the content of small and large group discussions, presentations, and questions/responses throughout the workshops. A grounded theory approach was used to analyze the field notes. Additionally, at the conclusion of each workshop, participants completed a Cogen Feedback Survey (CFS) to gather additional information. The CFS were analyzed through open thematic coding, memos, and code frequencies. Our preliminary results demonstrate high levels of engagement from teacher and student participants during the workshops. Students identified that the cogen structure allowed them to participate comfortably, openly, and honestly. Further, students described feeling valued and heard. Students’ ideas and experiences were frequently affirmed, which served as an important step toward dismantling traditional teacher-student boundaries that might otherwise prevent them from sharing freely. Another result from the use of cogens was the shared experience of participants comprehending views from the other group’s perspective in the classroom. Students appreciated the opportunity to learn from teachers about their struggles in keeping students engaged. Teachers appreciated the opportunity to better understand students’ schooling experiences and how these may affirm or deny aspects of their identity. Finally, all participants shared meaningful suggestions and strategies for future workshops and for the collective betterment of the group. Initial findings shared here are important for several reasons. First, our findings suggest that cogens are an effective approach for fostering participants’ commitment to creating the conditions for students’ success in the classroom. Within the context of the workshops, cogens provided teachers, students, and faculty with opportunities to engage in authentic conversations for addressing the recruitment and retention problems in computer science for underrepresented students. These conversations often resulted in the development of tangible pedagogical approaches, examples, metaphors, and other strategies to directly address the recruitment and retention of underrepresented students in computer science. Finally, while we are still developing the CRPG-CSCT, cogens provided us with the opportunity to ensure the voices of teachers and students are well represented in and central to the document. 
    more » « less
  5. This article provides an overview of the work pioneered by the consortium of collaborators in the Billion Oyster Curriculum and Community Enterprise for Restoration Science Project (BOP-CCERS). The BOP-CCERS are working to support computational thinking in the New York City public school classrooms by creating curriculum which combines:1. The Field Station Research (Oyster Restoration Stations) and data collection2. The Billion Oyster Project Digital Platform and data input and storage 3. The New York State Science Intermediate Level Learning Standards. 4. The Computer Science Teachers Association K-12 Computer Science StandardsThe integration of computational thinking in the STEM middle school classroom is showcased through the intertwining of these dimensions into a trans-disciplinary learning experience that is rich in both content and practice. Students will be able to explain real-world phenomena found in their own community and design possible solutions through the key components of computational thinking.The Curriculum and Community Enterprise for Restoration Science Project digital platform and curriculum will be the resources that provide the underpinnings of the integration of computational thinking in the STEM middle school classroom. The primary functions of the platform include the collection and housing of the data pertaining to the harbor and its component parts, both abiotic and biotic and the storage of the curriculum for both the classroom and the field stations. 
    more » « less