skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: Exploring Algorithm Building through Designing and Making Kinetic Sculpture
Algorithm building, creating a step-by-step procedure to carry out a solution, is a challenging concept for youth to learn and practice. Kinetic sculpture is a novel context for examining how students may learn algorithms through designing and making. As part of a larger study, we collected and analyzed a total of 18 student pre- and post-tests on computational thinking, physical computing, and arts. To examine how students build algorithms in the process of designing and making a kinetic sculpture, we analyze two vignettes from two small groups in a STEAM-based workshop. Findings show that while designing and building kinetic sculpture, students learned computational thinking and applied algorithms by incorporating inputs, outputs, and variables during the process. This study offers a springboard to investigate how students create and apply algorithms in designing and making kinetic sculpture and provides empirical evidence on how students learn algorithms in a STEAM learning context.  more » « less
Award ID(s):
1647150
PAR ID:
10431790
Author(s) / Creator(s):
Date Published:
Journal Name:
International Conference of the Learning Sciences (ICLS)
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. null (Ed.)
    Strategies are an important component of self-regulated learning frameworks. However, the characterization of strategies in these frameworks is often incomplete: (1) they lack an operational definition of strategies; (2) there is limited understanding of how students develop and apply strategies; and (3) there is a dearth of systematic and generalizable approaches to measure and evaluate strategies when students’ work in open-ended learning environments (OELEs). This paper develops systematic methods for detecting, interpreting, and analyzing students’ use of strategies in OELEs, and demonstrates how students’ strategies evolve across tasks. We apply this framework in the context of tasks that students perform as they learn science topics by building conceptual and computational models in an OELE. Data from a classroom study, where sixth-grade students (N = 52) worked on science model-building activities in our Computational Thinking using Simulation and Modeling (CTSiM) environment demonstrates how we interpret students’ strategy use, and how strategy use relates to their learning performance. We also demonstrate how students’ strategies evolve as they work on multiple model-building tasks. The results demonstrate the effectiveness of our strategy framework in analyzing students’ behaviors and performance in CTSiM. 
    more » « less
  2. The purpose of this research was to study the experiences of middle-school teachers of autistic students during the co-design of neurodiverse pedagogies for computational thinking (CT) within the context of a research practitioner partnership (RPP). This knowledge building partnership was founded on the neurodiversity paradigm and challenges the assumption that individuals with disabilities are exceptions for which accommodations must be made. Neurodiversity, here, is viewed as the natural variation of neurological differences and as such is proposed to be the baseline in every educational setting (Silberman, 2016; Walker, n.d.). When neurodiversity is seen as a baseline for an educational community, the focus is on educating diverse (whole) individuals rather than planning and teaching a standard computational thinking curriculum, while adding accommodations or adaptations to meet the needs of individual students. Our paper presents the results from a critical event analysis using qualitative data collected during the first year of a three-year mixed methods study, which includes teacher workshop mini-interviews and teacher embodied interviews. In this study, we ask: How do teachers experience the co-designing of neurodiverse pedagogies for computational thinking in a research practitioner partnership? And, how do these teachers modify and diversify their teaching practices of CT? 
    more » « less
  3. This study examines technology-enhanced STEAM learning among fifth and sixth grade students in one set of in-school makerspaces. It focuses on the learning of one set of meta-disciplinary skills, spatial skills. Prior research has shown these skills to be relevant for STEAM achievement, but they have been underemphasized in our schools and in the literature on learning through making. Informed by a distributed cognition perspective and using a combination of qualitative categorical coding and interaction analysis, this study provides a learning sciences approach to studying spatial thinking and learning. Analyses show that during making activities students engaged in frequent and diverse spatial thinking with a variety of social and material resources and that the sociomaterial contexts of different making activities facilitated different types of spatial thinking. They also show that spatial thinking developed over time and led to problem-solving insights. 
    more » « less
  4. Abstract Computational thinking is acknowledged as an essential competency for everyone to learn. However, teachers find it challenging to implement the existing learning approaches in K-12 settings because the existing approaches often focus on teaching computing concepts and skills (i.e., programming skills) rather than on helping students develop their computational thinking competency—a competency that can be used across disciplinary boundaries in accordance with curriculum requirements. To address this need, the current study investigated how game-based learning influenced middle school students’ learning processes, particularly on the development of computational thinking competency, self-efficacy toward computational thinking, and engagement during gameplay. Additionally, the study examined how these outcomes were moderated by individual differences. We observed evidence that the gaming experience influenced students’ computational thinking self-efficacy, but not computational thinking competency or game-based engagement. Compared to age (grade) and prior gaming experience, gender tended to play a more important role in moderating students’ computational thinking competency, self-efficacy toward computational thinking competency, and game-based engagement. Implications and possible directions for future research regarding using game-based learning to enhance computational thinking competency are discussed. 
    more » « less
  5. Developing STEAM (Science, Technology, Engineering, Art, and Math) education curricula encouraging participation from underrepresented groups is crucial for diversity in computational fields. Many existing programs attract cis-white males, to the exclusion of other groups. This paper discusses a camp where participants, primarily female youth ages 10-14 (N=45), engage in crafting social wearable technologies within a live-action roleplay context. Our findings from four camp sessions show increased self-reported competence and interest in STEAM among participants, alongside enhanced feelings of community and social support. The camp’s innovative approach integrates design thinking, iterative design, and collaboration, proving effective in fostering inclusivity and engagement in STEAM. We adopted an iterative Research-through-Design process, with researchers embedded in the camp to observe and conduct surveys and interviews with participants. Researchers and educators can benefit from reading our results, which demonstrate the value of a playful, socially-engaged curriculum in attracting and retaining diverse students in STEAM fields. 
    more » « less