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Creators/Authors contains: "Clarke-Midura, Jody"

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  1. Free, publicly-accessible full text available June 10, 2026
  2. Expansive Framing (EF) is a theory and an instructional technique to facilitate connections between content and contexts. We employed EF as an approach to create a series of integrated mathematics and computer science (CS) lessons, using digital technology as a tool to leverage shared mathematical and computational ideas. We used deductive theoretical qualitative analysis of transcripts of classroom implementations to investigate how two fifth-grade teachers and one computer lab paraprofessional educator used EF during their teaching and what the EF approach looked like in practice. Findings suggested that educators engaged in EF principles when they were present in curricular materials, yet they also made additional impromptu (albeit school-based) expansive connections. The teachers in the study also regularly framed students as authors and owners of new knowledge. We recommend that mathematics-CS integrated curricular materials include language and other supports that make unambiguous, specific connections across learning contexts. We posit that EF theory can be a support to educators in the integration of mathematics and coding instruction with digital technology. 
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    Free, publicly-accessible full text available June 15, 2026
  3. This study investigates the use of exit tickets as formative assessments in maths-integrated computer science (CS) lessons for grade 5 students. Exit tickets are brief surveys administered immediately after instructional activities. Using structural equation modelling (SEM), we analysed data from 1,067 students to examine the reliability and validity of exit tickets in predicting summative pre/post survey results. The study found that the exit ticket responses consistently assessed student affect at two administration points, meeting strict measurement invariance criteria (χ2(21) = 1.34, p = 1.00). Confirmatory factor analysis revealed that exit tickets predicted student self-efficacy and interest in CS, which are key educational outcomes. These findings suggest that exit tickets can be valuable tools for enhancing instructional practices and supporting student learning and engagement in CS education. The study concludes with recommendations for effectively implementing exit tickets in educational settings. 
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    Free, publicly-accessible full text available March 4, 2026
  4. Using activity theory as a lens, we aimed to understand what second-grade students’ interactions revealed about their thinking and what mediated students’ engagement with important multiplicative ideas. In this setting, students interacted with multiplicative thinking using a coding robot and other artifacts as mediating tools. Through qualitative analysis, we found that students interacted with three concepts related to multiplicative thinking (i.e., composite units, doubling, iterating), and the lead mediators in their interactions included the robot’s remote, dry erase marker and table, and peers/teacher. Students gravitated to artifacts that made sense to them, and the implication is that students need agency in opportunities to use artifacts and have interactions with rules and the community to make meaning of complex mathematical ideas. 
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    Free, publicly-accessible full text available April 25, 2026
  5. This paper uses interaction analysis to examine an episode moment-by-moment of how a group of educators recognized and acknowledged that a specific design decision could be harmful for a historically marginalized population of students enrolled in the district. However, once a key change was made to be more culturally responsive and considerate, new and unexpected pedagogical challenges appeared. This case serves to illustrate some of the unexpected tensions that can appear in real-time when unanticipated questions about cultural relevance are foregrounded during lesson and materials co-design. It also serves as a reminder that educational technologies are not “race” neutral. 
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  6. Objectives. The increasing demand for computing skills has led to a rapid rise in the development of new computer science (CS) curricula, many with the goal of equitably broadening participation of underrepresented students in CS. While such initiatives are vital, factors outside of the school environment also play a role in influencing students’ interests. In this paper, we examined the effects of students’ perceived parental support on their interest in computer programming and explored the mechanisms through which this effect may have been established as students participated in an introductory CS instructional unit. Participants. This instructional unit was implemented with upper primary (grade 5) school students and was designed to broaden trajectories for participation in CS. The participants in the current study (N=170) came from six classrooms in two rural schools in the western United States. Study Method. The seven-week instructional unit began with students playing a commercial CS tabletop board game that highlighted fundamental programming concepts, and transitioned to having students create their own board game levels in the block-based programming language, Scratch. Further, because the board game could be taken home, the instructional unit offered opportunities to involve the family in school-based CS activities. To investigate the effect of students’ perception of parental (specifically father and mother) support on their interest in and self-efficacy to pursue CS, we surveyed students before and after the unit’s implementations and explored the structural relationship of the data using structural equation modeling (SEM). Results. We present three findings. First, the combined effect of students’ perceived mother’s and father’s support measured prior to the implementation (pre-survey) predicted students’ self-efficacy (Std B = 0.37, SE = 0.010, p < .001) and interest in computer programming (Std B = 0.328, SE = 0.134, p < .003) measured after the implementation (post-survey). Secondly, the combined effect of perceived mother and father support (Std B = 0.132, 95% CI [0.039, 0.399], 99% CI [0.017, 0.542]) on students’ interest was mediated by whether or not they took the CS board game home. Conclusions. Our findings indicate that perceived parental support has the potential to play an important role in students’ self-efficacy and interest in computer programming and that providing opportunities for students to bring CS artifacts home has the potential to further affect students’ interest in computer programming. 
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  7. Collaborative design, or “co-design”, is a term that has gained popularity in educational research and design communities, including those working with K-12 educators. While more groups are identifying with and pursuing co-design, much remains to be understood about how to structure the work within given different constraints, circumstances, and resources available to different parties. We propose understanding co-design as having inherent asymmetries and that structuring co-design work patterns involves negotiation of those asymmetries. Through a case of an elementary computer science and math integration research-practice partnership, we share ways that those asymmetries are both intentionally softened and leveraged at different times. 
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  8. In the United States, school curricula are often created and taught with distinct boundaries between disciplines. This division between curricular areas may serve as a hindrance to students’ long-term learning and their ability to generalize. In contrast, cross-curricular pedagogy provides a way for students to think beyond the classroom walls and make important connections across disciplines. The purpose of this paper is a theoretical reflection on our use of Expansive Framing in our design of lessons across learning environments within the school. We provide a narrative account of our early work in using this theoretical framework to co-plan and enact interdisciplinary mathematics and computer science (CS) tasks with a team of elementary school educators and school district personnel. The unit focuses on the concepts of exponents in mathematics and repeat loops as a control structure in computer science. Using a narrative approach, we describe what occurred during the collaborative planning of lessons and subsequent enactments in two fifth-grade classrooms and one computer lab and provide a practitioner‑oriented account of our experience. 
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