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: Pre-College Computing Experiences: Lessons Learned from Expansive and Inclusive Options in Surveys
This experience report shares lessons learned when expanding demographic options on an undergraduate survey. The study is designed to better understand the relationship between pre-college computing experiences and the choice to major in computing, particularly focusing on Black women’s experiences. Expansive options for gender (5 plus an openended), race (18 non-mutually-exclusive options), and disability (8) gave respondents more opportunity for specificity. Yet we faced unexpected challenges in analysis and interpretation as we hadn’t considered the implications of being so expansive ahead of time. This paper presents our lessons learned, analysis choices and plans for future iterations of the survey.  more » « less
Award ID(s):
2201700
PAR ID:
10504453
Author(s) / Creator(s):
; ; ; ; ;
Publisher / Repository:
Conference for Research on Equitable and Sustained Participation in Engineering, Computing, and Technology (RESPECT) 2023
Date Published:
Subject(s) / Keyword(s):
survey demographics undergraduate, K–12 race and ethnicity gender
Format(s):
Medium: X
Location:
Atlanta GA
Sponsoring Org:
National Science Foundation
More Like this
  1. This experience report describes an approach for helping elementary schools integrate computational thinking and coding by leveraging existing resources and infrastructure that do not rely on 1-1 computing. A particular focus is using the school library and media center as a site to complement and enhance classroom instruction on coding. Further, our approach builds upon "unplugged" knowledge and practices that are already familiar to and motivating for students, in this case tabletop board games. Through these games, students can use their prior knowledge and ease with tabletop gaming mechanics to cue relevant ideas for core computational concepts. We describe a model and an instructional unit spanning across classroom and school library settings that builds upon board game play as a source domain for computing knowledge. Building on expansive framing, the model emphasizes instructional linkages being made between one domain (the tabletop board game) and another (specially designed Scratch project shells with partially complete code blocks) such that the reasoning activities and different contexts are seen as instantiations of the same encompassing context. We present the experiences of three elementary school teachers as they implemented the unit in their classrooms and with their school librarian. We also show initial findings on the impact of the unit on student interest (N=87), as measured by pre- and post- surveys. We conclude with lessons learned about ways to improve the unit and future classroom implementations. 
    more » « less
  2. While many efforts have begun to increase the diversity of learners in computing and engineering fields, more inclusive approaches are needed to support learners with intersectional identities across gender, race, ethnicity, and ability. A group of 15 experts across a range of computing, engineering, and data-based disciplines joined experts from education and the social sciences to build a plan for intersectional policy, practices, and research in broadening participation in computing and engineering (BPC/BPE) efforts that is inclusive of gender identity. This paper presents findings from the workshop including near and long term agenda items for intersectional research about the inclusion of gender identity in the computing and engineering education research communities; recommendations for advancing collective understanding of and ability to implement principles of intersectionality in future work and; and highlights from existing work, researchers, and thought leaders on the inclusion of gender identity in BPC/BPE initiatives that inform this research agenda. In this report we’ll discuss the origin of the workshop idea, the experience of pulling together the workshop and lessons learned around implementing it, and finally we’ll report about the outputs and emerging outcomes of the workshop experience. This workshop report will contribute to fostering a space where gender expansive work is valued and valuable for those doing, receiving, and being represented by this work. It will also offer readers the opportunity to conceptualize how to expand and refine the inclusion of gender identity as part of their current and future BPC/BPE initiatives. We end with an explicit call for more gender expansive and gender liberationist work be undertaken through the auspices of ASEE. 
    more » « less
  3. Computing education is important for K-12 learners, but not all learners resonate with common educational practices. Culturally responsive computing initiatives center and empower learners from diverse and historically excluded backgrounds. Recently, a number of educational programs have been developed and curated for an online experience. In this paper, we describe an online synchronous culturally responsive computing (CRC) camp for middle school girls (ages 11-14 years old) and report on challenges and successes from running the camp curriculum four times over the course of a year. We also describe core iterative changes we made between our runs. We then discuss lessons learned related to building rapport and connection among learners, centering learners of different backgrounds in an online synchronous environment, and facilitating reflection on power and identity aimed at positioning learners as techno-social change agents. Lastly, we offer recommendations for running online CRC experiences. 
    more » « less
  4. Social computing is the study of how technology shapes human social interactions. This topic has become increasingly relevant to secondary school students (ages 11--18) as more of young people's everyday social experiences take place online, particularly with the continuing effects of the COVID-19 pandemic. However, social computing topics are rarely touched upon in existing middle and high school curricula. We seek to introduce concepts from social computing to secondary school students so they can understand how computing has wide-ranging social implications that touch upon their everyday lives, as well as think critically about both the positive and negative sides of different social technology designs. In this report, we present a series of six lessons combining presentations and hands-on activities covering topics within social computing and detail our experience teaching these lessons to approximately 1,405 students across 13 middle and high schools in our local school district. We developed lessons covering how social computing relates to the topics of Data Management, Encrypted Messaging, Human-Computer Interaction Careers, Machine Learning and Bias, Misinformation, and Online Behavior. We found that 81.13% of students expressed greater interest in the content of our lessons compared to their interest in STEM overall. We also found from pre- and post-lesson comprehension questions that 63.65% learned new concepts from the main activity. We release all lesson materials on a website for public use. From our experience, we observed that students were engaged in these topics and found enjoyment in finding connections between computing and their own lives. 
    more » « less
  5. De_Vita, R; Espinal, X; Laycock, P; Shadura, O (Ed.)
    Providing computing training to the next generation of physicists is the principal driver for a biannual multi-day training workshop hosted by the DUNE Computing Consortium. Materials are cast in a Software Carpentry’s template, and topics have included storage space, data management, LArSoft, grid job submission and monitoring. Moreover, experts provide extended breakout sessions to demonstrate the fundamentals of the unique software used in HEP analysis. Each session uses live documents for real time correspondence, and are captured on Zoom; afterwards, videos are embedded on the corresponding web-pages for review. As a GitHub repository, shared editing of the learning modules is straightforward, and provides a trusted framework to extend to other training topics in the future. An overview of the tutorials as well as the machinery used, along with survey statistics and lessons learned is presented. 
    more » « less