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.


This content will become publicly available on February 18, 2026

Title: Designing for 5th Grader Sports and Computing Experiences
In lieu of ongoing efforts to broaden participation in computing education, we explore a curriculum that integrates sports and computer science, aiming to engage students by drawing on their experiences in both domains. Through an in-school implementation with 5th-grade learners, we examine their engagement by analyzing their attitudes toward sports and computing. Using clustering analysis of student survey responses, we identify four distinct groups, each reflecting different motivations tied to the integration of sports. Our findings highlight how the curriculum's design provided varying levels of access to computer science for different groups of learners.  more » « less
Award ID(s):
2047693
PAR ID:
10593241
Author(s) / Creator(s):
;
Publisher / Repository:
ACM
Date Published:
ISBN:
9798400705328
Page Range / eLocation ID:
1589 to 1590
Format(s):
Medium: X
Location:
Pittsburgh PA USA
Sponsoring Org:
National Science Foundation
More Like this
  1. Culturally relevant and sustaining implementations of computing education are increasingly leveraging young learners' passion for sports as a platform for building interest in different STEM (Science, Technology, Engineering, and Math) concepts. Numerous disciplines spanning physics, engineering, data science, and especially AI based computing are not only authentically used in professional sports in today's world, but can also be productively introduced to introduce young learnres to these disciplines and facilitate deep engagement with the same in the context of sports. In this work, we present a curriculum that includes a constellation of proprietary apps and tools we show student athletes learning sports like basketball and soccer that use AI methods like pose detection and IMU-based gesture detection to track activity and provide feedback. We also share Scratch extensions which enable rich access to sports related pose, object, and gesture detection algorithms that youth can then tinker around with and develop their own sports drill applications. We present early findings from pilot implementations of portions of these tools and curricula, which also fostered discussion relating to the failings, risks, and social harms associated with many of these different AI methods – noticeable in professional sports contexts, and relevant to youths' lives as active users of AI technologies as well as potential future creators of the same. 
    more » « less
  2. This work is part of an ongoing Sports, Technology, and Learning class where computer science students and student-athletes learn different aspects of technological development, ideation, design, and prototyping in the context of sports technologies. Alongside developing these technical skills, this class also takes advantage of various media related to sports to examine and discuss utilizing such media as a contextualizing factor in deciding what to build and why. Media depictions of sports and the role of technology in the creation of narratives and innovation is an often under-examined way of furthering understandings about the social construction of numerous phenomena like race, gender, and ability. In this poster, we present and discuss a pilot assignment using Critical Media Literacy (CML) tenets as an explicit tool for engaging with media discussions in class and how it can impact learners' understandings and practices around technology ideation, design, and critique. As the students engage with the media collected for the course, such as films & television, conference & journal articles, and sports journalism, they engage people outside of the class with course content and document the engagements in an assortment of formats (e.g., writing, podcasting, videos, drawings, etc.). The discussions continue throughout the quarter, aiming to develop the student's awareness of a context at the intersection of sports and technology that will inform their final design projects. 
    more » « less
  3. The demand for qualifed computing professionals is high, with thousands of positions remaining unflled each year. To create more qualifed professionals, initiatives to attract and engage students in computer science have been proposed, but they tend to concentrate on primary, secondary (K-12), and post-secondary (college) levels. With many adults looking for better career opportunities, it is sur- prising that few computer science initiatives focus on attracting adult learners to the feld. This paper presents the results of an infor- mal computer programming course that teaches the foundational concepts of computer programming to adults as they program hip- hop beats. This course is designed to attract adult learners that otherwise might have never considered computer programming, building their confdence and skills. We conducted this course on- line, two nights a week, for fve weeks, for about 40 participants. Afterward, we conducted a qualitative analysis of written survey data. We found that the adult learners’ perception of computer programming changed during the course, with many participants planning their next step in computing education. 
    more » « less
  4. null (Ed.)
    Quantum computing is poised to revolutionize some critical intractable computing problems; but to fully take advantage of this computation, computer scientists will need to learn to program in a new way, with new constraints. The challenge in developing a quantum computing curriculum for younger learners is that two dominant approaches, teaching via the underlying quantum physical phenomenon or the mathematical operations that emerge from those phenomenon, require extensive technical knowledge. Our goal is to extract some of the essential insights in the principles of quantum computing and present them in contexts that a broad audience can understand. In this study, we explore how to teach the concept of quantum reversibility. Our interdisciplinary science, science education, computer science education, and computer science team is co-creating quantum computing (QC) learning trajectories (LT), educational materials, and activities for young learners. We present a draft LT for reversibility, the materials that both influenced it and were influenced by it, as well as an analysis of student work and a revised LT. We find that for clear cases, many 8-9 year old students understand reversibility in ways that align with quantum computation. However, when there are less clear-cut cases, students show a level of sophistication in their argumentation that aligns with the rules of reversibility for quantum computing even when their decisions do not match. In particular, students did not utilize the idea of a closed system, analyzing the effects to every item in the system. This blurred the distinction between between reversing (undoing) an action, recycling to reproduce identical items with some of the same materials, or replacing used items with new ones. In addition, some students allowed for not restoring all aspects of the original items, just the ones critical to their core functionality. We then present a revised learning trajectory that incorporates these concepts. 
    more » « less
  5. Visual block-based programming environments (VBBPEs) such as Scratch and Alice are increasingly being used in introductory computer science lessons across elementary school grades. These environments, and the curricula that accompany them, are designed to be developmentally-appropriate and engaging for younger learners but may introduce challenges for future computer science educators. Using the final projects of 4th, 5th, and 6th grade students who completed an introductory curriculum using a VBBPE, this paper focuses on patterns that show success within the context of VBBPEs but could pose potential challenges for teachers of follow-up computer science instruction. This paper focuses on three specific strategies observed in learners' projects: (1) wait blocks being used to manage program execution, (2) the use of event-based programming strategies to produce parallel outcomes, and (3) the coupling of taught concepts to curricular presentation. For each of these outcomes, we present data on how the course materials supported them, what learners achieved while enacting them, and the implications the strategy poses for future educators. We then discuss possible design and pedagogical responses. The contribution of this work is that it identifies early computer science learning strategies, contextualizes them within developmentally-appropriate environments, and discusses their implications with respect to future pedagogy. This paper advances our understanding of the role of VBBPEs in introductory computing and their place within the larger K-12 computer science trajectory. 
    more » « less