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  1. Most current statistics courses include some instruction relevant to causal inference. Whether this instruction is incorporated as material on randomized experiments or as an interpretation of associations measured by correlation or regression coefficients, the way in which this material is presented may have important implications for understanding causal inference fundamentals. Although the connection between study design and the ability to infer causality is often described well, the link between the language used to describe study results and causal attribution typically is not well defined. The current study investigates this relationship experimentally using a sample of students in a statistics course at a large western university in the United States. It also provides (non-experimental) evidence about the association between statistics instruction and the ability to understand appropriate causal attribution. The results from our experimental vignette study suggest that the wording of study findings impacts causal attribution by the reader, and, perhaps more surprisingly, that this variation in level of causal attribution across different wording conditions seems to pale in comparison to the variation across study contexts. More research, however, is needed to better understand how to tailor statistics instruction to make students sufficiently wary of unwarranted causal interpretation. 
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  2. Despite the elevated importance of Data Science in Statistics, there exists limited research investigating how students learn the computing concepts and skills necessary for carrying out data science tasks. Computer Science educators have investigated how students debug their own code and how students reason through foreign code. While these studies illuminate different aspects of students’ programming behavior or conceptual understanding, a method has yet to be employed that can shed light on students’ learning processes. This type of inquiry necessitates qualitative methods, which allow for a holistic description of the skills a student uses throughout the computing code they produce, the organization of these descriptions into themes, and a comparison of the emergent themes across students or across time. In this article we share how to conceptualize and carry out the qualitative coding process with students’ computing code. Drawing on the Block Model to frame our analysis, we explore two types of research questions which could be posed about students’ learning. Supplementary materials for this article are available online. 
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  3. Learning computer science (CS) is important for careers of tomorrow. Informal CS opportunities, however, are often limited by a student's socioeconomic disposition, location, ethnicity, gender, and ability. In Montana, these limitations are exemplified in rural communities where a dedicated CS teacher is not available. In order to make informal CS opportunities more equitable, we developed culturally responsive outreach modules for students across Montana by using storytelling as a basis of inquiry. In this paper, we present an outreach module based on the Skokomish story of `How Daylight Came to Be.' In this story, the two main characters---Ant and Bear---each dance for Dokweebah (the Changer). Students animate these dances using event-driven programming in the drag-and-drop programming environment Alice. While creating their dances, students construct knowledge of targeted CS concepts and make design decisions based on the context of the story. This outreach module reframes the context and activity of computing in an effort to transform the way in which students see themselves as potential future computer scientists, and democratize computing as a means of telling stories. By using Brayboy's Tribal Critical Race Theory as a theoretical framework for the development of the outreach program, we introduce computing from a lens of American Indian ways of knowing, culture, and power. To demonstrate the effectiveness of this unit in this exploratory study, we describe students' responses to the outreach programs in terms of perceptions of CS and perceptions of Alice as a culturally relevant programming tool. 
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  4. We aim to bring computer science (CS) to rural and American Indian students by blending American Indian storytelling practices with the educational computer programming environment called Alice. The lessons we develop cover CS concepts within the framework of the Content Standards of our state, and the Essential Understandings of American Indians. In this paper, we describe the Plateau Indian Beaded Bags lesson plan, its implementation, and the results of a lesson pilot. In the Plateau Indian Beaded Bags lesson, students learn about the beadwork of Columbia River Plateau-centered tribes. After viewing a picture of a beaded bag with a scene depicting a man on a horse in front of a woman with a tipi in the background, students are asked to construct a story based on this image. They then translate their story into code to create an animation of the story in Alice. Through this hands-on experience, students engage in algorithmic problem solving while using their imagination and creativity, increasing their exposure to, and interest in, CS. 
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  5. It is widely accepted that active learning and group work generally enhance learning in the statistics classroom, but how should those groups be formed? This study aims to better understand the characteristics of a productive team in the undergraduate introductory statistics course. Specifically, we explore the relationship between the attitudes of a student’s teammates and that student’s academic performance in both individual and group settings. We find moderate evidence that positive teammate attitudes towards statistics are associated with greater improvement from a student’s individual to the team exam score. If we can better understand what combination of student characteristics results in productive teams, instructors can be intentional with how they form groups in the classroom, realizing the full efficacy of active learning. 
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  6. In July 2021, Computer Science (CS) standards were officially added as a subject area within the K-12 Montana content standards. However, due to a lack of professional development and pre-service preparation in CS, schools and teachers in Montana are underprepared to implement these standards. Montana is also a unique state, since American Indian education is mandated by the state constitution in what is known as the Indian Education for All Act. We are developing elementary and middle school units and teacher training materials that simultaneously address CS, Indian Education, and other Montana content standards. In this paper, we present a unit for fourth through sixth grades using a participatory design approach. Through physical computing, students create a visual narrative of their own stories inspired by ledger art, an American Indian art medium for recording lived experiences. We discuss the affordances and challenges of an integrated approach to CS teaching and learning in elementary and middle schools in Montana. 
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  7. Exposure to science, technology, engineering, and mathematics (STEM) at a young age is key to inspiring students to pursue careers in these fields. Thus, many institutions of higher education offer events to engage youth in STEM activities. These events are most effective when they are adapted to the specific audience. In Montana, a large percentage of the K-12 student population is from rural communities, where the ability to participate in such events is limited due to travel logistics and a shortage of relatable materials. We have developed a computer science outreach module that targets these populations through the use of storytelling and the Alice programming environment, thus drawing a parallel between storytelling and building algorithms. We describe the module's implementation, report and analyze feedback, and provide lessons learned from the module's implementation at outreach events. 
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  8. Interview with Stacey Hancock which discussed the project. 
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  9. Research suggests that introducing students to computational concepts at a young age improves the likelihood that they will become interested in computer science later on in life (Super, 1953). As such, it is becoming increasingly important to develop lessons for K-12 students that include computational thinking (Barr, 2011). The storytelling project at Montana State University integrates computational thinking skills into the Indian Education for All (IEFA) curriculum for middle school students in Montana. 1. Identify an object not in Alice and needed for a lesson. 2. Develop rough draft and provide to the model developer. 3. Develop model in 3Ds max. 4. Add model to world, and add methods as needed. References Plateau Indian Beaded Bags 5. Gather feedback from students and instructors. Barr, V., & Stephenson, C. (2011). Bringing computational thinking to K-12: what is Involved and what is the role of the computer science education community? Acm Inroads, 2(1), 48-54. Cooper, J. (n.d.). Plateau beaded bag, ca. 1930 [Photograph found in Fred Mitchell, Montana Historical Society, Helena]. Retrieved from http://mhs.mt.gov/ Portals/11/education/ABeautifulTradition/tradition%20design%20color% 20brochure.pdf Super, D. E. (1953). A theory of vocational development. American Psychologist, 8(5), 185-190. We work to develop lesson plans, plan outreach events, and find relevant literature to satisfy the content standard requirements as well as the essential understandings associated with IEFA. Furthermore, we strive to integrate basic computer science concepts into these lessons to help pique student interest in programming and computational thinking. This is done using the Alice software, a drag-and-drop programming environment that allows students to use computational thinking in a beginner-friendly interface to create animations. 
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