In this work, we examine whether repeated participation in an after-school computing program influenced student learning of computational thinking concepts, practices, and perspectives. We also examine gender differences in learning outcomes. The program was developed through a school–university partnership. Data were collected from 138 students over a 2.5-year period. Data sources included pre–post content assessments of computational concepts related to programming in addition to computational artifacts and interviews with a purposeful sample of 12 participants. Quantitative data were analyzed using statistical methods to identify gains in pre- and post-learning of computational thinking concepts and examine potential gender differences. Interview data were analyzed qualitatively. Results indicated that students made significant gains in their learning of computational thinking concepts and that gains persisted over time. Results also revealed differences in learning of computational thinking concepts among boys and girls both at the beginning and end of the program. Finally, results from student interviews provided insights into the development of computational thinking practices and perspectives over time. Results have implications for the design of after-school computing programs that help broaden participation in computing.
more »
« less
Girls Immersed in Robotics Learning
Girls Immersed in Robotics Learning engages middle school Latina girls in computer science and co-robotics with an immersive narrative of helping a Puerto Rico community recover from a hurricane. We are developing GaleForce, a Unity virtual robotics game where students can learn to code virtual robots and drones using a block-based programming language, and have collected data from a week-long workshop with a group of 9, mostly Latinx, 4th and 5th graders. Students showed gains from 13% - 50% in interest in pre/post surveys, and gains in scores ranging from 11% to 39% on content in pre/post assessments. Preliminary backend learning analytics results indicate that the students consistently used the 3D virtual world of San Juan as their point of reference for programming and wrote programs that focused on direction and distance, but did not use more advanced loops, conditionals and black boxed blocks. These results support a developmental approach to teaching programming, focusing first on concrete referents for program construction.
more »
« less
- Award ID(s):
- 1830179
- PAR ID:
- 10387942
- Date Published:
- Journal Name:
- SIGCSE 2022: Proceedings of the 53rd ACM Technical Symposium on Computer Science Education
- Volume:
- 2
- Page Range / eLocation ID:
- 1055 to 1055
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
null (Ed.)We will present emerging findings from an ongoing study of instruction at the intersection of science and computer science for middle school science classrooms. This paper focuses on student knowledge and dispositional outcomes in relation to a 2 week/10-lesson learning sequence. Instruction aims to broaden participation in STEM pathways through a virtual simulated internship in which students inhabit the role of interns working to develop a restoration plan to improve the health of coral reef populations. Through this collaborative work, students construct understanding of biotic and abiotic interactions within the reef and develop a computational model of the ecosystem. Analysis of pre/post surveys for n=381 students revealed that students who participated in the 2 week/10 lesson integrated computational thinking in science learning sequence demonstrated significant learning gains on an external measure of CT (0.522***; effect size=0.32). Drawing on scales from the Activation Lab suite of measures, pre/post surveys revealed increased competency beliefs about computer programming (mean difference =1.13***; effect size=1.01), and increased value assigned to STEM (0.78***; effect size=0.945). We also discuss the design of the instructional sequence and the theoretical framework for its development.more » « less
-
CSAwesome is a Java AP CSA and CS1 curriculum with 20,000 users on the Runestone ebook platform. The curriculum is online, free and interactive with embedded Java Active Code examples and problems, mixed-up code (Parsons problems), multiple-choice problems, and scaffolded coding challenges. There are many features of the Runestone platform that scaffold and differentiate learning for students. The curriculum is designed to broaden participation in CS and transition students from AP CSP (or CS0) to AP CSA (or CS1) with a variety of techniques such as scaffolded interactivity and creative and collaborative learning. Initial results from the 2020-2021 school year show average gains of 29% on the pre/post test built into the curriculum (n=958, P<.001). Pre and post surveys built into the ebook show slight gains in confidence in Java programming and pursuing further study or a career in computing (P<.001). Female students (22% of those who answered) performed similarly to all students. Students who took AP CSP (39%) prior to AP CSA performed slightly higher in the pre-test but had similar results otherwise. 47% of students rated themselves as beginner programmers and 30% intermediate at the beginning of the course; at the end of the course, 12% rated themselves as beginners and 43% as intermediate programmers.more » « less
-
Recent reforms in science education have supported the inclusion of engineering in K- 12 curricula. To this end, many science classrooms have incorporated engineering units that include design tasks. Design is an integral part of engineering and helps students think in creative and interdisciplinary ways. In this study, we examined middle-school students’ naturally occurring design conversations in small design teams and their learning of science as a result of engaging in an engineering and science unit. We found that the proportion of different thought processes used by boys and girls was quite similar. Both girls and boys produced a higher percentage of ideas or thoughts associated with divergent thinking, but a lower proportion in convergent thinking, evaluative thinking, and cognitive memory. In addition, gender composition of design teams influenced thought processes expressed by girls and boys. Interestingly, in mixed teams, both girls and boys expressed less divergent thinking than those in single-sex teams. With regard to science content learning, both girls and boys showed statistically significant learning gains. There were no significant gender differences in the pre- and post-test scores. These results suggest that participating in an engineering design task in small design teams provided students opportunities to engage in productive thinking and enhance their learning of the targeted science concept—ecosystems.more » « less
-
Not AActive, hands-on learning is essential for engineering education, fostering deep engagement and enhancing knowledge retention. This multi-institutional study investigates how different instructional methods—Hands-On, Virtual, and Lecture-only—combined with four distinct Low-Cost Desktop Learning Modules (LCDLMs: Hydraulic Loss, Double Pipe, Shell & Tube, and Venturi Meter) affect student engagement and learning outcomes. Anchored in the ICAP framework (Interactive, Constructive, Active, Passive), the study measured cognitive engagement through direct observations, virtual screen recordings, and self-reported surveys. It assessed learning gains using normalized pre- and post-tests among 2,316 undergraduate engineering students from eight universities. Results indicate that virtual instruction yields significantly higher learning gains, while the Shell & Tube module enhances active engagement through tangible, hands-on experiences. In contrast, the Hydraulic Loss module demonstrates the greatest impact on quantitative knowledge growth. These findings underscore the potential of integrating virtual simulations with physical learning tools to optimize instructional design in engineering education. Implications for future research include refining measurement instruments and exploring the long-term effects of hybrid instructional models.more » « less
An official website of the United States government

