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  1. Quantum computing (QC) is an emerging field at the intersection of computer science and physics. Harnessing the power of quantum mechanics, QC is expected to solve otherwise intractable problems significantly faster, including in encryption, drug development, and optimization. High-quality and accessible QC resources are needed to help students develop the critical skills and confidence to contribute to the field. However, existing programs are often aimed at college students with an advanced mathematics or physics background, shutting out potential innovators. To make quantum learning resources for a broad, young audience, we designed Qupcakery, a puzzle game that introduces players to several core QC concepts: quantum gates, superposition, and measurement. We present preliminary testing results with both middle school and high school students. Using in-game data, observation notes, and focus group interviews, we identify student challenges and report student feedback. Overall, the game is at an appropriate level for high school students but middle school students need more levels to practice when new concepts are introduced. 
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  2. In 2020, the world confronted an unprecedented event affecting education globally: COVID-19. Events that disrupt education are not new; Homelessness or trauma negatively impact education at an individual level, whereas war stops education completely. This event is unique in that it caused the cessation of in-person instruction for all but with a rapid transition to remote instruction. In this study, we explore how the COVID-19 pandemic affected instruction of Scratch Encore Curriculum, a Scratch curriculum typ- ically used in middle grades with students between 10-14 years old. We analyzed a variety of data sources, including partner classroom- level data as well as anonymous download data. We found that instruction halted abruptly in the United States at the beginning of the March lockdown, with no further instruction that spring. With the introduction of online instructional materials, instruction resumed to normal levels during the 2020-21 school year (which was remote instruction for much of the year). In addition, students completed projects with similar accuracy and completeness during remote instruction as compared with in-person instruction prior to the pandemic. 
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  3. Open-ended tasks can be both beneficial and challenging to students learning to program. Such tasks allow students to be more creative and feel ownership over their work, but some students struggle with unstructured tasks and, without proper scaffolds, this can lead to negative learning experiences. Scratch is a widely used coding platform to teach computer science in classrooms and is designed to support learner creativity and expression. With its open-ended nature, Scratch can be used in various ways in the classroom to meet the needs of schools and districts. One challenge of using Scratch in classrooms is supporting learners in exploring their interests and fostering creativity while still meeting the instructional goals of a lesson and ensuring all students are engaged with, and understand, focal concepts and practices. In this paper, we investigate the use of planning sheets to fa- cilitate novice programmers designing and implementing Scratch programs based on open-ended prompts. To evaluate the plan- ning sheets, we look at how closely students’ implemented Scratch projects match their plans and whether the implemented Scratch projects met the technical requirements for the given lesson. We analyzed 303 Scratch projects from 155 middle grade students (ages 10-14) who were introduced to programming via the Scratch Encore Curriculum. Completed Scratch projects that used planning sheets (202) were qualitatively coded to evaluate how closely they matched the initial plan, and Scratch programs (303) were analyzed with an automated grader to check if technical project requirements were met. Our results reveal that students that used planning sheets met significantly more technical project requirements and had more complex structures than those that did not have planning sheets. Results differ based on teacher and type of planning sheet used (physical vs. virtual). This work suggests that planning sheets are a helpful tool for young learners when completing open-ended coding projects. 
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  4. Given the increasing interest and need to teach students computer science in formal education settings, it is imperative to understand how to do so effectively and equitably. An important step of learning to program is being able to define the objective of a program and then plan out how to implement a program to produce the desired outcome. This step is particularly important in younger learners who may have little experience with programming or trying to create their own technological artifacts. In this paper, we explore how to scaffold young programmers in planning their open-ended programs as part of an intermediate Scratch curriculum for middle grade students. We analyze 203 paper and virtual planning documents from 103 5th-8th grade students. Our results reveal that the students often completed a majority of the document, which was consistent across grade levels. However, we found differences in student completion based on teacher and between physical and virtual documents. This work advances our understanding of how to support novice, young programmers in planning programs. 
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