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: A Design Study of Problem-Centered Instruction (PCI) for Private Artificial Intelligence (AI) Curriculum Development
This design study examines a pilot test that implemented PCI for private AI curriculum in Computer Science (CS) education to identify the strengths and weaknesses of the curricular activities. The results indicated the feedback received from both the instructor and the students was generally positive. However, the study identified several areas of concern that indicate the need for further improvement. The study concludes by presenting the lessons learned and recommendations for enhancing the curriculum.  more » « less
Award ID(s):
2413856
PAR ID:
10582484
Author(s) / Creator(s):
; ; ;
Publisher / Repository:
Association for Educational Communications and Technology (AECT) Conference
Date Published:
Format(s):
Medium: X
Location:
Orlando, Florida
Sponsoring Org:
National Science Foundation
More Like this
  1. Langran, E. (Ed.)
    There has been a limited number of studies in which a computing curriculum is designed and developed for students with Autism Spectrum Disorders (ASD), and there has been no study to test the effectiveness of an accessible computing curriculum for students with ASD. Therefore, the objectives of this study are 1) to implement an accessible computing curriculum at an inner-city school for seventh-grade students with ASD, and 2) evaluate the effectiveness of the accessible curriculum in improving students with ASDs’ learning of computational thinking concepts (CTCs) (sequences, loops, parallelism, conditionals, operators, and data) and their development of fluency in computational thinking practices (CTPs) (experimenting, iterating, testing, debugging, reusing and remixing, abstracting, and modularizing) by comparing two groups of twenty-two students; one group taught utilizing the adjusted curriculum and the other utilizing the original curriculum. Students' CTCs were measured by analyzing both groups' pretest and posttest scores, and their CTPs were measured by their artifact-based interview scores. 
    more » « less
  2. Curricula enhanced through the use of digital games can benefit students in their interest and learning of Science, Technology, Engineering, and Mathematics (STEM) concepts. Elementary teachers’ likelihood to embrace and use game-enhanced instructional approaches with integrity in mathematics has not been extensively studied. In this study, a sequential mixed methods design was employed to investigate the feasibility of a game-enhanced supplemental fraction curriculum in elementary classrooms, including how teachers implemented the curriculum, their perspectives and experiences as they used it, and their students’ resulting fraction learning and STEM interest. Teachers implemented the supplemental curriculum with varying adherence but had common experiences throughout their implementation. Teachers expressed experiences related to (1) time, (2) curriculum being too different, and (3) too difficult for students. Their strategies to handle those phenomena varied. Teachers that demonstrated higher adherence to the game-enhanced supplemental fraction curriculum had students that displayed higher STEM interest and fraction learning. While this study helps to better understand elementary teachers’ experiences with game-enhanced mathematics curricula, implications for further research and program development are also discussed. 
    more » « less
  3. This paper examines the use of collaborative curriculum design (co-design) as a strategy for supporting teacher professional learning and the implementation of an inclusive middle school computer science and digital literacy (CSDL) curriculum in three urban school districts. The curriculum is focused on students developing mobile apps that provide social and community good. The second year of the project has been dedicated to developing and piloting curriculum resources that support remote learning and culturally relevant pedagogy while the partner districts switched to remote and hybrid instructions. This study explores teachers’ professional learning experiences in the collaborative design of curriculum materials and piloting the curriculum at their own classrooms. The paper includes analysis of three data sets: (1) co-design meeting notes and teacher reflections; (2) semi-structured interviews with teachers who co-designed and piloted the curriculum; (3) student pre- and post-survey responses on their attitude and interest in learning CSDL. Preliminary results indicate that the co-design approach supplemented with one-on-one coaching has not only facilitated the curriculum development process but also fostered professional learning and collective capacity building for implementing the project curriculum in the partner districts. Findings from student surveys show that students perceived their understanding of, and interest in computer science and creating apps were slightly improved, regardless of gender. 
    more » « less
  4. Abstract This study explores student agency in the context of a culturally authentic computer science (CS) curriculum implemented in an introductory CS course in two high schools. Drawing on focus group and interview data, the study utilizes qualitative research methods to examine how students exercise critical agency as they engage in the course and how the curriculum supports student agency. Findings suggest three ways in which the curriculum served as a context for student agency: (1) gaining CS knowledge and skills that students then apply to address real-world needs and problems, (2) creating opportunities to “try-on” or improvise new identities and/or envision “future selves” in CS, and (3) engaging in personally relevant project work that leverages assets students brought to their experience with the curriculum. Implications for CS education research and practice are discussed. 
    more » « less
  5. The role of classroom teachers in the development of a well-designed curriculum is paramount. For this reason, teachers were asked to participate in the use and evaluation of a remote learning environmental restoration curriculum. The purpose of the study was to determine whether the participating teachers increased their content knowledge of STEM concepts and content related to the environmental restoration, specifically in terms of New York Harbor and oyster restoration, by participating in a remote learning curriculum pilot. New York City public school teachers of grades 6 through 12 instructed their students in the remote learning computer science curriculum lessons for one semester. A reflective survey was administered to the teachers at the conclusion of the semester and the findings indicated that 89% of the participating teachers experienced an increase in their knowledge of STEM concepts and content related to harbor and oyster restoration. The study was limited by the element of time and the model can be augmented in future iterations by increasing the length of the study to a full year of school and across several grade levels. 
    more » « less