Objectives. The increasing demand for computing skills has led to a rapid rise in the development of new computer science (CS) curricula, many with the goal of equitably broadening participation of underrepresented students in CS. While such initiatives are vital, factors outside of the school environment also play a role in influencing students’ interests. In this paper, we examined the effects of students’ perceived parental support on their interest in computer programming and explored the mechanisms through which this effect may have been established as students participated in an introductory CS instructional unit. Participants. This instructional unit was implemented with upper primary (grade 5) school students and was designed to broaden trajectories for participation in CS. The participants in the current study (N=170) came from six classrooms in two rural schools in the western United States. Study Method. The seven-week instructional unit began with students playing a commercial CS tabletop board game that highlighted fundamental programming concepts, and transitioned to having students create their own board game levels in the block-based programming language, Scratch. Further, because the board game could be taken home, the instructional unit offered opportunities to involve the family in school-based CS activities. To investigate the effect of students’ perception of parental (specifically father and mother) support on their interest in and self-efficacy to pursue CS, we surveyed students before and after the unit’s implementations and explored the structural relationship of the data using structural equation modeling (SEM). Results. We present three findings. First, the combined effect of students’ perceived mother’s and father’s support measured prior to the implementation (pre-survey) predicted students’ self-efficacy (Std B = 0.37, SE = 0.010, p < .001) and interest in computer programming (Std B = 0.328, SE = 0.134, p < .003) measured after the implementation (post-survey). Secondly, the combined effect of perceived mother and father support (Std B = 0.132, 95% CI [0.039, 0.399], 99% CI [0.017, 0.542]) on students’ interest was mediated by whether or not they took the CS board game home. Conclusions. Our findings indicate that perceived parental support has the potential to play an important role in students’ self-efficacy and interest in computer programming and that providing opportunities for students to bring CS artifacts home has the potential to further affect students’ interest in computer programming.
more »
« less
Work in Progress: Mflow, a Flow-based Music Programming Platform for Young Children
Students of all socioeconomic backgrounds love music and express their identity through music. There are strong historical connections between music and computing, and computer-based music has a heavy presence in contemporary popular culture. Thus, programming electronic music can provide the type of authentic learning experience that fosters participation in computer science (CS) by minoritized students. Although important efforts have been made in that direction, they have not reached young children in mainstream public classrooms, particularly in schools serving children from low-income and marginalized backgrounds. Developing a computational tool and educational program that reaches this key demographic holds the potential to greatly increase CS knowledge and participation in the future workforce. For this, our team has created M-flow, a flow-based music programming platform that seeks to be engaging for children from the outset, and that makes it extremely easy for non-specialized teachers to learn and implement CS activities in the classroom.
more »
« less
- Award ID(s):
- 1657366
- PAR ID:
- 10414877
- Date Published:
- Journal Name:
- 2023 IEEE World Engineering Education Conference (EDUNINE)
- Page Range / eLocation ID:
- 1 to 4
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Broadening participation in computer science has been widely stud- ied, creating many diferent techniques to attract, motivate, and engage students. A common meta-strategy is to use an outside do- main as a hook, using the concepts in that domain to teach computer science. These domains are selected to interest the student, but stu- dents often lack a strong background in these domains. Therefore, a strategy designed to increase students’ interest, motivation, and engagement could actually create more barriers for students, who now are faced with learning two new topics. To reduce this poten- tial barrier in the domain of music, this paper presents the use of automated, immediate feedback during programming activities at a summer camp that uses music to teach foundational programming concepts. The feedback guides students musically, correcting notes that are out-of-key or rhythmic phrases that are too long or short, allowing students to focus their learning on the computer science concepts. This paper compares the correctness of students that re- ceived automated feedback with students that did not, which shows the efectiveness of the feedback. Follow up focus groups with stu- dents confrmed this quantitative data, with students claiming that the feedback was not only useful but that the activities would be much more challenging without the feedback.more » « less
-
This study conducts a novel approach to redesign EarSketch, an expressive computer science (CS) learning environment that inte- grates music composition into computing education, with a specific focus on inclusivity for blind and visually impaired (BVI) learners. This approach centers on the participation of teachers, students, and the community as co-designers, leveraging their insights and ex- periences to enhance the program’s accessibility and effectiveness. By actively involving the stakeholders in the development process, the study aims to address the unique educational challenges and needs of learners who are visually impaired more effectively. The participatory design approach is expected to not only maintain the intrinsic appeal of EarSketch but also to expand its accessibility, ensuring that it becomes a more inclusive tool in computer sci- ence education. The ultimate goal is to establish a more adaptable and inclusive educational paradigm within STEAM, particularly in computing education and music, that is responsive to the diverse needs of all students, including those with visual impairments. The contributions of this paper are design recommendations based on our data that can be applied to the design of EarSketch and other expressive CS environments for BVI learners.more » « less
-
Despite increasing enrollments in CS in recent years, retention of CS majors to meet current and future workforce needs remains a major concern. Grounding Computer Science concepts by solving important real-world problems or fun problems can be keys to increasing students’ motivation and engagement in computing, and may provide a path to improving retention in CS programs. This tutorial provides instructors with a hands-on introduction to BRIDGES, a software infrastructure for programming assignments in early computer science courses, including introductory programming (CS1, CS2), data structures, and algorithm analysis. BRIDGES provides capabilities for creating engaging programming assignments, including: (1) a simplified API for accessing real-world data sets}, including social networks; scientific, government, and civic organization data; and movie, music, and literature collections; (2) interesting visualizations of the data, (3) an easy to use API that supports creation of games, and, (4) algorithm benchmarking. Workshop attendees will engage in hands-on experience with BRIDGES and will have the opportunity to discuss how BRIDGES can be used in their own courses.more » « less
-
null (Ed.)Computer science educators often use multiple creative computing platforms to motivate and support students learning computer science. Arguably, we understand little about the complementary ways in which the various platforms build on students' prior experiences. This study compares two CS+music platforms used by middle school students in a summer camp to understand the unique affordances of each platform at activating and building upon prior music and computing experiences. We assess interest formation through pre and post student surveys and via interviews on the final day of the camp. The findings suggest that using different approaches to CS+music platform design may help engage students with different levels of prior music and coding experience.more » « less