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Creators/Authors contains: "Brady, C"

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  1. Lamberg, T; Moss, D (Ed.)
    There are strong motivations to implement integrated STEAM activities that engage with key ideas in mathematics. In integrating mathematics with other STEM disciplines, however, epistemic tensions can emerge. Rather than attempting to suppress, avoid, or adjudicate these tensions, we propose a strategy of “epistemic rekeying,” in which epistemic tensions are offered as provocations for students to create playful and artistic responses. This approach takes epistemic tensions seriously and makes them accessible to young learners. We give the rationale for this approach and describe settings where students’ creativity suggested its potential to us. 
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  2. Kosko, KW; Caniglia, SA; Zolfaghari, M; Morris, GA (Ed.)
  3. Many block-based programming environments have proven to be effective at engaging novices in learning programming. However, most offer only restricted access to the outside world, limiting learners to commands and computing resources built in to the environment. Some allow learners to drag and drop files, connect to sensors and robots locally or issue HTTP requests. But in a world where most of the applications in our daily lives are distributed (i.e., their functionality depends on communicating with other computers or accessing resources and data on the internet), the limited support for beginners to envision and create such distributed programs is a lost opportunity. We argue that it is feasible to create environments with simple yet powerful abstractions that open up distributed computing and other widely-used but advanced computing concepts including networking, the Internet of Things, and cybersecurity to novices. The paper presents the architecture of and design decisions behind NetsBlox, a programming environment that supports these ideas. We show how NetsBlox expands opportunities for learning considerably: NetsBlox projects can access a wealth of online data and web services, and they can communicate with other projects. Moreover, the tool infrastructure enables young learners to collaborate with each other during program construction, whether they share their physical location or study remotely. Importantly, providing access to the wider world will also help counter widespread student perceptions that block-based environments are mere toys, and show that they are capable of creating compelling applications. In this way, NetsBlox offers an illuminating example of how tools can be designed to democratize access to powerful ideas in computing. 
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  4. Olanoff, D. (Ed.)
    STEM integration holds significant promise for supporting students in making connections among ideas and ways of thinking that might otherwise remain “siloed.” Nevertheless, activities that integrate disciplines can present challenges to learners. In particular, they can require students to shift epistemological framing, demands that can be overlooked by designers and facilitators. We analyze how students in an 8th grade mathematics classroom reasoned about circles, across math and coding activities. One student showed evidence of shifting fluently between different frames as facilitators had expected. The dramatic change in his contributions gauge the demands of the activities, as do the contributions of other students, who appeared to work within different frames. Our findings have relevance for the design and facilitation of integrated STEM learning environments to support students in navigating such frame-shifts. 
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  5. Olanoff, D; Johnson, K; Spitzer, M (Ed.)
    STEM integration holds significant promise for supporting students in making connections among ideas and ways of thinking that might otherwise remain “siloed.” Nevertheless, activities that integrate disciplines can present challenges to learners. In particular, they can require students to shift epistemological framing, demands that can be overlooked by designers and facilitators. We analyze how students in an 8th grade mathematics classroom reasoned about circles, across math and coding activities. One student showed evidence of shifting fluently between different frames as facilitators had expected. The dramatic change in his contributions gauge the demands of the activities, as do the contributions of other students, who appeared to work within different frames. Our findings have relevance for the design and facilitation of integrated STEM learning environments to support students in navigating such frame-shifts. 
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  6. null; null; null; null (Ed.)
    This paper analyzes the computational practices that four 7th and 8th grade students engaged in when learning geometric transformations in two different online block-based programming environments. The data sources include video footage of students’ interviews in Zoom where they shared their screens and cameras. The findings determined that students utilized in particular, decomposition and pattern recognition as important computational thinking practices required for learning in STEM disciplines. The paper also describes the changes made in how research method, data collection, and analysis configured opportunities to study computational thinking in remote locations due to the restrictions brought on by COVID-19. We identified three main challenges in the transition to online research: (a) recruiting research participants which included instituting necessary revisions to ethics protocols; (b) rethinking data gathering and analysis techniques along with interactions with participants in virtual settings; (c) dealing with glitches associated with technologies and virtual communication media in just-in-time ways. We conclude that even given the challenges with researching during COVID-19, there are still opportunities for rich, robust research in online settings. 
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  7. Participatory simulations of disease spread were conducted using wearable computers (badges). Participants interacted (simulating various forms of social network exchange) without knowing whether exchange partners were infected. Afterwards, the NetLogo modeling environment was used to visualize the network. In class discussion, the impact on the social group of different members being infected was explored. This balanced network growth dynamics with disease spread dynamics. 
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  8. Tangney, B; Byrne, J.R.; Girvan, C. (Ed.)
    Agent-based modelling (ABM) is a powerful approach for simulating complexity and for understanding the emergent phenomena core to multiple disciplines across the physical and social sciences (Wilensky, 2001). ABM is thus often understood as an innovation in STEM education, providing a representational infrastructure for understanding complexity by “growing it” (Epstein & Axtell, 1996; Wilensky & Papert, 2010). While this is certainly true, we argue that expressive and artistic uses of “swarms” of computational agents can also provide accessible entry points for learners and can support them in developing a range of intuitions about the kinds of phenomena that they might simulated with ABM. This offers a “STEAM” oriented introduction to modelling, connecting artistic perspectives with scientific perspectives in fundamental ways. In this paper we describe the iterative design and implementation of activities that highlight the expressive potential and social syntonicity (Brady et al, 2016) of one of the fundamental types of agent in the ABM toolkit (the “patches”). We describe a setting in which we have done design-based research over two years, in summer camps (entitled “Code Your Art”) and school-year activities involving rising fifth through eighth grade students (participants aged from 10-15) attending school in a mid-sized urban district in the southeastern USA with a high proportion of traditionally underserved and minoritized youth. 
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  9. Generative activities have been shown to support students to engage in space-creating play and exercise their conceptual agency to generate a mathematical space (e.g. Stroup et al. 2004), yet these studies implement generative activities only with their resonating counterpart, classroom networks, technological infrastructures that connect multiple, co-present students into a shared, digital representation. Because these technologies are in continuous redesign and still inaccessible to many classrooms, we need to understand the crucial features their infrastructure provides to the classroom system. By analyzing the strains on the classroom without classroom networks and how they relieved that pressure and revive the system, we found that the collective public displays provided students with a collective orientation and a sense of connection and individualism. 
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  10. Generative activities have been shown to support students to engage in space-creating play and exercise their conceptual agency to generate a mathematical space (e.g. Stroup et al. 2004), yet these studies implement generative activities only with their resonating counterpart, classroom networks, technological infrastructures that connect multiple, co-present students into a shared, digital representation. Because these technologies are in continuous redesign and still inaccessible to many classrooms, we need to understand the crucial features their infrastructure provides to the classroom system. By analyzing the strains on the classroom without classroom networks and how they relieved that pressure and revive the system, we found that the collective public displays provided students with a collective orientation and a sense of connection and individualism. 
    more » « less