Abstract This paper reports on the first iteration of the Computational Thinking Summer Institute, a month‐long programme in which high school teachers co‐designed computationally enhanced mathematics and science curricula with researchers. The co‐design process itself was a constructionist learning experience for teachers resulting in constructionist curricula to be used in their own classrooms. We present three case studies to illustrate different ways teachers and researchers divided the labour of co‐design and the implications of these different co‐design styles for teacher learning and classroom enactment. Specifically, some teachers programmed their own computational tools, while others helped to conceptualise them but left the construction to their co‐design partners. Results indicate that constructionist co‐design is a promising dual approach to curriculum and professional development but that sometimes these two goals are in tension. Most teachers gained considerable confidence and skills in computational thinking, but sometimes the pressure to finish curriculum development during the institute led teachers to leave construction of computational tools to their co‐design partners, limiting their own opportunities for computational learning. Practitioner notesWhat is already known about this topic?Computational tools can support constructionist science and math learning by making powerful ideas tangible.Supporting teachers to learn computational thinking and to use constructionist pedagogies is challenging.What this paper adds?Constructionist co‐design is a promising approach to simultaneously support curriculum development and professional development, but there are tensions to navigate in trying to accomplish both goals simultaneously.Implications for practice and/or policyDesigners of professional development should consider constructionist co‐design as an approach but should be aware of potential tensions and prepare for them.
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Patches as an expressive medium for exploratory multi‐agent modelling
Abstract This paper outlines the potential gains for Constructionist research and praxis in modelling that might be obtained by recognising the power of the Patch—a humble computational being in the NetLogo modelling environment that has been overshadowed by its more popular fellow agent, the Turtle. To contextualise this opportunity, I describe how Constructionist modelling has thrived by promoting forms of learning that rely on learners’ identifying with agents. I argue that patches are a neglected agent type in this multi‐agent modelling tradition, and that the possibilities for learners to adopt the patch perspective in support of exploratory forms of modelling and aesthetic expression have been under‐researched. Nevertheless, I show there are a variety of powerful ways for learners––both individually and in groups––to identify with patches. I describe ongoing research showing how taking an aesthetic approach to patches has the potential to support individuals and groups in powerful forms of learning with and about multi‐agent modelling. Practitioner notesWhat is already known about this topicTurtles (movable agents in Logo and Constructionist environments descended from Logo) can be ‘transitional objects’ that provide learners a way to make powerful ideas their own.These agents can be powerful ‘objects‐to‐think‐with’ in large part because they encourage learners to identify with them in a form of learning known as ‘syntonic learning’.Expressive activities that draw on learners’aestheticinterests can support their learning with and about computational representations.Multi‐agent modelling is a powerful extension of Logo‐based learning environments that provides access to powerful ideas about complex systems and their emergent properties.In the multi‐agent setting, individual learners and/or groups of learners can identify syntonically with agents to provide entry points for reasoning about complexity.What this paper addsPatches (non‐movable agents in the NetLogo modelling environment) are under‐represented in the research on multi‐agent modelling, and the potential for learners to adopt the patches’ perspective has been neglected.An aesthetically driven approach to patches can ground students’ understanding of their expressive value.Participatory activities in which learners play the role of patches (called ‘Stadium Card’ activities) can ground the patch perspective, so that learners can achieve a form of syntonicity and/or collectively adopt the perspective of patches in the aggregate.Participatory activities that blend intrinsic and extrinsic perspectives on the patch grid can further enhance learners’ facility with programming for patches and their understanding of patches’ collective expressive power.Implications for practice and/or policyBalancing the focus between turtles and patches can enrich the modelling toolbox of learners new to agent‐based modelling.Patchesdocapture important aspects of individual and collective experience, and so can be good objects‐to‐think‐with, especially when conceptualising phenomena at a larger scale.The expressive potential of the patch grid is an important topic for computer science as well (eg, through 2D cellular automata). This is a rich context for learning in itself, which can be made accessible to groups of learners through physical or virtual participatory role‐play.Moreover, physical or virtual grids of people‐patches may exhibit novel aggregate computational properties that could in turn become interesting areas for research in computer science.
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- Award ID(s):
- 1742257
- PAR ID:
- 10452422
- Publisher / Repository:
- Wiley-Blackwell
- Date Published:
- Journal Name:
- British Journal of Educational Technology
- Volume:
- 52
- Issue:
- 3
- ISSN:
- 0007-1013
- Format(s):
- Medium: X Size: p. 1024-1042
- Size(s):
- p. 1024-1042
- Sponsoring Org:
- National Science Foundation
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Abstract Much attention in constructionism has focused on designing tools and activities that support learners in designing fully finished and functional applications and artefacts to be shared with others. But helping students learn to debug their applications often takes on a surprisingly more instructionist stance by giving them checklists, teaching them strategies or providing them with test programmes. The idea of designing bugs for learning—ordebugging by design—makes learners agents of their own learning and, more importantly, of making and solving mistakes. In this paper, we report on our implementation of ‘Debugging by Design’ activities in a high school classroom over a period of 8 hours as part of an electronic textiles unit. Students were tasked to craft the electronic textile artefacts with problems or bugs for their peers to solve. Drawing on observations and interviews, we answer the following research questions: (1) How did students participate in making bugs for others? (2) What did students gain from designing and solving bugs for others? In the discussion, we address the opportunities and challenges that designing personally and socially meaningful failure artefacts provides for becoming objects‐to‐think‐with and objects‐to‐share‐with in student learning and promoting new directions in constructionism. Practitioner notesWhat is already known about this topicThere is substantial evidence for the benefits of learning programming and debugging in the context of constructing personally relevant and complex artefacts, including electronic textiles.Related, work on productive failure has demonstrated that providing learners with strategically difficult problems (in which they ‘fail’) equips them to better handle subsequent challenges.What this paper addsIn this paper, we argue that designing bugs or ‘failure artefacts’ is as much a constructionist approach to learning as is designing fully functional artefacts.We consider how ‘failure artefacts’ can be both objects‐to‐learn‐with and objects‐to‐share‐with.We introduce the concept of ‘Debugging by Design’ (DbD) as a means to expand application of constructionism to the context of developing ‘failure artifacts’.Implications for practice and/or policyWe conceptualise a new way to enable and empower students in debugging—by designing creative, multimodal buggy projects for others to solve.The DbD approach may support students in near‐transfer of debugging and the beginning of a more systematic approach to debugging in later projects and should be explored in other domains beyond e‐textiles.New studies should explore learning, design and teaching that empower students to design bugs in projects in mischievous and creative ways.more » « less
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Abstract Natural language helps express mathematical thinking and contexts. Conventional mathematical notation (CMN) best suits expressions and equations. Each is essential; each also has limitations, especially for learners. Our research studies how programming can be a advantageous third language that can also help restore mathematical connections that are hidden by topic‐centred curricula. Restoring opportunities for surprise and delight reclaims mathematics' creative nature. Studies of children's use of language in mathematics and their programming behaviours guide our iterative design/redesign of mathematical microworlds in which students, ages 7–11, use programming in their regular school lessonsas a language for learning mathematics. Though driven by mathematics, not coding, the microworlds develop the programming over time so that it continues to support children's developing mathematical ideas. This paper briefly describes microworlds EDC has tested with well over 400 7‐to‐8‐year‐olds in school, and others tested (or about to be tested) with over 200 8‐to‐11‐year‐olds. Our challenge was to satisfy schools' topical orientation and fit easily within regular classroom study but use and foreshadow other mathematical learning to remove the siloes. The design/redesign research and evaluation is exploratory, without formal methodology. We are also more formally studying effects on children's learning. That ongoing study is not reported here. Practitioner notesWhat is already knownActive learning—doing—supports learning.Collaborative learning—doingtogether—supports learning.Classroom discourse—focused, relevantdiscussion, not just listening—supports learning.Clear articulation of one's thinking, even just to oneself, helps develop that thinking.What this paper addsThe common languages we use for classroom mathematics—natural language for conveying the meaning and context of mathematical situations and for explaining our reasoning; and the formal (written) language of conventional mathematical notation, the symbols we use in mathematical expressions and equations—are both essential but each presents hurdles that necessitate the other. Yet, even together, they are insufficient especially for young learners.Programming, appropriately designed and used, can be the third language that both reduces barriers and provides the missing expressive and creative capabilities children need.Appropriate design for use in regular mathematics classrooms requires making key mathematical content obvious, strong and the ‘driver’ of the activities, and requires reducing tech ‘overhead’ to near zero.Continued usefulness across the grades requires developing children's sophistication and knowledge with the language; the powerful ways that children rapidly acquire facility with (natural) language provides guidance for ways they can learn a formal language as well.Implications for policy and/or practiceMathematics teaching can take advantage of the ways children learn through experimentation and attention to the results, and of the ways children use their language brain even for mathematics.In particular, programming—in microworlds driven by the mathematical content, designed to minimise distraction and overhead, open to exploration and discoveryen routeto focused aims, and in which childrenself‐evaluate—can allow clear articulation of thought, experimentation with immediate feedback.As it aids the mathematics, it also builds computational thinking and satisfies schools' increasing concerns to broaden access to ideas of computer science.more » « less
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Abstract Spatial partitioning is a classic hypothesis to explain plant species coexistence, but evidence linking local environmental variation to spatial sorting, demography and species' traits is sparse. If co‐occurring species' performance is optimized differently along environmental gradients because of trait variation, then spatial variation might facilitate coexistence.We used a system of four naturally co‐occurring species ofClarkia(Onagraceae) to ask whether distribution patchiness corresponds to variation in two environmental variables that contribute to hydrological variation. We then reciprocally sowedClarkiainto each patch type and measured demographic rates in the absence of congeneric competition. Species sorted in patches along one or both gradients, and in three of the four species, germination rate in the ‘home’ patch was higher than all other patches.Spatially variable germination resulted in the same three species exhibiting the highest population growth rates in their home patches.Species' trait values related to plant water use, as well as indicators of water stress in home patches, differed among species and corresponded to home patch attributes. However, post‐germination survival did not vary among species or between patch types, and fecundity did not vary spatially.Synthesis. Our research demonstrates the likelihood that within‐community spatial heterogeneity affects plant species coexistence, and presents novel evidence that differential performance in space is explained by what happens in the germination stage. Despite the seemingly obvious link between adult plant water‐use and variation in the environment, our results distinguish the germination stage as important for spatially variable population performance.more » « less
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