Physical computing projects provide rich opportunities for students to design, construct, and program machines that can sense and interact with the environment. However, students engaging in these activities often struggle to decipher the behavior of hardware components, software, and the interaction between the two. I report on the experiences of middle school students using a software tool, Circuit Check, designed to scaffold the debugging process in physical computing systems. Through think-aloud problem-solving exercises, I found Circuit Check facilitated rich instructor-student discussions. Incorporating these preliminary observations, I discuss design considerations for physical computing tools that support productive struggles and student sense-making
more »
« less
Opunit: Sanity Checks for Computing Environments
Computing environments, including virtual machines and containers, are essential components of modern software engineering infrastructure. Despite emerging tools that support the creation and configuration of computing environments, they are limited in testing and validating the construction of these environments. Furthermore, professionals and students new to these concepts, lack feedback on their construction efforts. In this paper, we argue that the design of environment testing tools should fundamentally support asserting essential properties, such as reachability and availability, in order to maximize usability and utility. We present opunit, an environment testing tool that supports assertion of these properties. We describe properties students failed to check when testing computing environments, which guided the design of opunit. Finally, we share our early experiences with using opunit in the classroom to support education and training in configuration of computing environments.
more »
« less
- Award ID(s):
- 1814798
- PAR ID:
- 10139127
- Date Published:
- Journal Name:
- Lecture notes in computer science
- Volume:
- 12055
- ISSN:
- 1611-3349
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Physical computing projects provide rich opportunities for students to design, construct, and program machines that can sense and interact with the environment. However, students engaging in these activities often struggle to decipher the behavior of hardware components, software, and the interaction between the two. I report on the experiences of middle school students using a software tool, Circuit Check, designed to scaffold the debugging process in physical computing systems. Through think-aloud problem-solving exercises, I found Circuit Check facilitated rich instructor-student discussions. Incorporating these preliminary observations, I discuss design considerations for physical computing tools that support productive struggles and student sense-makingmore » « less
-
Digital learning environments are used frequently in K-12 classrooms. Such use can require skillful orchestration as teachers need to understand the affordances of the learning environment, sequence of activities, and when and how to intervene with students. Using a digital learning environment in a multidisciplinary classroom context makes the design of support materials for teachers and students even more essential. To design for effective teacher orchestration in the classroom, we created a comprehensive set of materials for our multidisciplinary digital learning environment. We employ the design-based intervention research framework to trace the contextual and practical iterations these materials underwent. Additionally, we provide next steps for our work and considerations for the broader community.more » « less
-
Many block-based programming environments have proven to be effective at engaging novices in learning programming. However, most offer only restricted access to the outside world, limiting learners to commands and computing resources built in to the environment. Some allow learners to drag and drop files, connect to sensors and robots locally or issue HTTP requests. But in a world where most of the applications in our daily lives are distributed (i.e., their functionality depends on communicating with other computers or accessing resources and data on the internet), the limited support for beginners to envision and create such distributed programs is a lost opportunity. We argue that it is feasible to create environments with simple yet powerful abstractions that open up distributed computing and other widely-used but advanced computing concepts including networking, the Internet of Things, and cybersecurity to novices. The paper presents the architecture of and design decisions behind NetsBlox, a programming environment that supports these ideas. We show how NetsBlox expands opportunities for learning considerably: NetsBlox projects can access a wealth of online data and web services, and they can communicate with other projects. Moreover, the tool infrastructure enables young learners to collaborate with each other during program construction, whether they share their physical location or study remotely. Importantly, providing access to the wider world will also help counter widespread student perceptions that block-based environments are mere toys, and show that they are capable of creating compelling applications. In this way, NetsBlox offers an illuminating example of how tools can be designed to democratize access to powerful ideas in computing.more » « less
-
Concepts covered in introductory electricity and magnetism such as electric and magnetic field vectors, solenoids, and electromagnetic waves are difficult concepts for students to visualize. Part of this difficulty may be due to the representation of three-dimensional objects on the two-dimensional planes of course textbooks and classroom whiteboards. The use of two-dimensional platforms limits the visualization of phenomena such as the vector field of a point charge or test charges traveling in the three-dimensional space of an electric field. In addition, working in two dimensions may add to students’ difficulties orienting their body correctly to use the right-hand rule when determining the direction of a magnetic field. These difficulties in visualization may limit the conceptual understanding of these fundamental topics. To promote conceptual understanding of electromagnetism we are cyclically developing and researching three spatial computing 3D environments covering electric fields, magnetic fields and electromagnetic waves. Each environment will be developed and tested in both augmented and virtual reality. The first of our environments, the electric field, has been built and tested in augmented reality (AR) with introductory physics students in the Fall 2023 semester. Our study is currently in phase IV of the National Science Foundation’s Design and Development Cycle. Data collected during phase II is being analyzed to support revision to the environment as well as data collection protocols. This article will outline findings from qualitative data gathered during the AR experience as well as during student post interviews following participation in the electric field space. These findings are characterized and then responded to with recommendations for the design team regarding content and testing procedures. In what follows, we first present a framework listing current knowledge regarding students' difficulties learning electric fields and how these guided our design of this electric field augmented reality environment. We next present themes that emerged from discussions during the experience as well as the post interviews. We conclude with suggestions to inform our second round of environmental design.more » « less
An official website of the United States government

