Artistic computing learning environments have been of central importance in the exploration of how to support equity and inclusion in computing. Explorations within e-textiles, music, and interactive media, for example, have created diverse opportunities for learning how to program while creating culturally relevant artifacts. However, there is a gap in our understanding of the design processes of learners in these constructionist environments, including how the computational artifacts and their components impact the learning processes and the ways they build meaning and agency with computing. We advocate for research to attend more closely to the materiality of the computational materials to understand how they impact the social and cultural dimensions in which students are learning. In this paper, we present an analysis of 6 high school learners’ experiences within a co-designed arts and computing curriculum. Our analyses highlight how the materiality of the components impacted the ways in which learners developed personal and epistemological connections to computing based on how it enabled them to connect to their interests, represent their ideas, engage with their community, and overcome or navigate around challenges to get to their final designs. We demonstrate how centralizing the materiality in the design of computational construction kits can inform how we support agency and engagement with computing.
more »
« less
“Go[ing] Hard...as a Woman of Color”: A Case Study Examining Identity Work within a Performative Dance and Computing Learning Environment
Performing arts computing environments have received little attention in the educational sphere; yet, they offer opportunities for learners to validate their efforts, ideas, and skills through showcasing their work in a public-facing performance. In this work, we explore an out-of-school dance and computing educational program run by the organization, STEM From Dance. The organizational mission is to create an equitable learning experience for young women of color to engage with computing while exposing them to STEM careers. Through an analysis of eleven interviews with youth participants, instructors, and the executive director, we examine how the social, cultural, and political dimensions of the learning environment facilitate identity work in computing and dance. Our findings point to three primary activities used by the organization to promote equity: (1) providing psychological safety through a supportive community environment, (2) meaningfully engaging with learners’ social and cultural context through creative work with constructionist artifacts, and (3) actively promoting identity work as women of color in computing and STEM through both artifact work and community events. Applying the constructs of identity and psychological safety we explore the tensions and synergies of designing for equity in this performing arts and computing learning environment. We demonstrate how the seemingly contradictory elements of a high-stakes performance within a novice learning environment provides unique opportunities for supporting young women of color in computing, making them non-negotiable in the organization’s efforts to promote equity and inclusion. Our work illustrates how attending closely to the sociocultural dimensions in a constructionist learning environment provides lenses for navigating equity, identity work, and support for inclusive computing.
more »
« less
- Award ID(s):
- 1933961
- PAR ID:
- 10356082
- Date Published:
- Journal Name:
- ACM Transactions on Computing Education
- Volume:
- 22
- Issue:
- 4
- ISSN:
- 1946-6226
- Page Range / eLocation ID:
- 1 to 29
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
null (Ed.)Dance provides unique opportunities for embodied interdisciplinary learning experiences that can be personally and culturally relevant. danceON is a system that supports learners to leverage their body movement as they engage in artistic practices across data science, computing, and dance. The technology includes a Domain Specific Language (DSL) with declarative syntax and reactive behavior, a media player with pose detection and classification, and a web-based IDE. danceON provides a low-floor allowing users to bind virtual shapes to body positions in under three lines of code, while also enabling complex, dynamic animations that users can design working with conditionals and past position data. We developed danceON to support distance learning and deployed it in two consecutive cohorts of a remote, two-week summer camp for young women of color. We present our findings from an analysis of the experience and the resulting computational performances. The work identifies implications for how design can support learners’ expression across culturally relevant themes and examines challenges from the lens of usability of the computing language and technology.more » « less
-
Culturally responsive STEM and computing initiatives aim to engage and embolden a diverse range of learners, center their identity and experiences in curriculum, and connect learners to each other and their communities. With an abrupt pivot to online learning at the beginning of 2020, more educational experiences have taken place virtually. We ran a virtual synchronous culturally responsive computing camp and saw that establishing the right environment online to support a good sense of connectedness was challenging. To investigate this further, we interviewed eight K-12 instructors of culturally responsive STEM and computing programs. Three themes emerged on defining and cultivating connectedness in learning experiences, the role of equity in supporting community online, and affordances of being online specific to culturally responsive perspectives. We support our thematic findings with vignettes from the camp data. In this study, we address K-12 culturally responsive STEM and computing instructors' beliefs, experiences, and approaches regarding cultivating connectedness online. This work fills a gap in understanding instructor perspectives on building in-program and broader community connections online from a culturally responsive STEM and computing lens.more » « less
-
de Vries, E. (Ed.)This symposium addresses dance as a site for STEM learning. We present papers from five research projects that each sought to engage youth in embodied STEM learning using dance, exploring the power of creative embodied experiences and the body’s potential as an expressive tool and resource for learning. We show how dance activities expanded access to STEM and supported sense-making; how dancer and dance-making practices were leveraged to support computational thinking, modeling, and inquiry; and how moving bodies in creative ways helped to generate new insights by allowing for new perspectives. Across our work, we seek to understand the multiple, rich learning opportunities that emerge from working across the arts and sciences, dance and STEM. Together our research shows that attending to opportunities for STEM engagement and learning through dance practices can broaden access to learning and engagement in STEM for all.more » « less
-
Wearable electronics expand the ways learners can create with computing as they gain proficiency with programming and electronics. Dance is one domain where wearables can support creative, embodied practices in computing education. However, wearable electronics need to be small, durable, and easily integrated into clothing to meet the constraints of dance contexts. These features are challenging to achieve, especially when working with novices. We present DanceBits, a wearable prototyping kit for dance that was co-developed with a justice-oriented, computing and dance education organization. DanceBits’ plug-and-play system uses small PCBs with solderless connectors to support dancers in rapidly designing, building, and performing with electronic costumes. Our user studies exploring the system with dance instructors and youth participants show that DanceBits enabled fast development of wearables, offered users a breadth of expressivity through computational and choreographic choices, and empowered dancers to see wearables as a tool for developing their movement practices.more » « less