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Creators/Authors contains: "Hsi, Sherry"

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  1. STEM instruction commonly constrains learners’ agency as a means to focus attention to specific content. One consequence of this is much more research has investigated problem solving, rather than problem framing. This study investigated how learners negotiate framing agency—that is, making decisions about how to frame a design problem. Set in the context of a coding camp, learners worked with micro:bits and paper template my:Talkies to pose a community problem that could be solved via radio systems. Noticing their fixation, we guided learners through an ideation technique that prompts them to generate humiliating, harmful ideas before generating beneficial ideas, which resulted in divergent designs. Interaction and discourse analysis of video recordings highlights how learners (re)framed. 
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  2. MCVT (Making Computing Visible and Tangible) Cards are a toolkit of paper-based computing cards intended for use in the codesign of inclusive computing education. Working with groups of teachers and students over multiple design sessions, we share our toolkit, design drivers and material considerations; and use cases drawn from a week-long codesign workshop where seven teachers made and adapted cards for their future classroom facilitation. Our findings suggest that teachers valued the MCVT toolkit as a resource for their own learning and perceived the cards to be useful for supporting new computational practices, specifically for learning through making and connecting to examples of everyday computing. Critically reviewed by teachers during codesign workshops, the toolkit however posed some implementation challenges and constraints for learning through making and troubleshooting circuitry. From teacher surveys, interviews, workshop video recordings, and teacher-constructed projects, we show how teachers codesigned new design prototypes and pedagogical activities while also adapting and extending paper-based computing materials so their students could take advantage of the unique technical and expressive affordances of MCVT Cards. Our design research contributes a new perspective on using interactive paper computing cards as a medium for instructional materials development to support more inclusive computing education. 
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  3. This paper draws on critical perspectives and a specific design case of learning in making with physical computing cards to argue that unblackboxing as a design goal must go beyond technical or computational aspects of computational making. Taking a justice-oriented stance on computing education, we review earlier perspectives on unblackboxing in computing education and their limitations to support equitable learning for young people. As a provocation and practical guide for designers and educators, we propose the idea of deblackboxing, and outline a set of prompts, organized into four areas, or layers – disciplinary knowledge and practice, externalities, histories, and possible futures. Tools and materials designed through the lens of deblackboxing could provide new possibilities for interaction, production, and pedagogy in makerspaces. We demonstrate how these might be applied in the design of a set of creative physical computing materials used with youth in a weeklong summer workshop. 
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  4. To make computer science (CS) more equitable, many educational efforts are shifting foci from access and content understanding to include identification, agency, and social change. As part of these efforts, we look at how learners perceive themselves in relation to what they believe CS is and what it means to participate in CS. Informed by three design lenses, unblackboxing, culturally responsive computing, and creative production, we designed a physical computing kit and activities. Drawing from qualitative analysis of interviews, artifacts, and observation of six young people in a weeklong summer workshop, we report on the experiences of two young Black women designers. We found that using these materials young people were able to: leverage personal goals and prior experiences in computing work; feel as if they were figuring out computing systems; and recognize computational technologies as created by people for particular purposes. We observed that while the mix of materials and activities created some frustration for participants, it also prompted processes of community building and inquiry. We discuss implications for design of computational tools in equity-centered CS education and pose seamfulness as an emergent heuristic when designing for learning that engages young people with the social, not just material, systems of computing. 
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  5. Abstract When engaging issues at the intersection of science and society, science centers, museums and other informal STEM learning organizations struggle to center perspectives of communities most often impacted by the unequal distribution of technologies' benefits and harms. Increasingly, participatory design is being utilized to do this, but the field must continue to refine methods for accessing the expertise of community partners and keeping it present across multiple design stages and products. We share a case study in which a multi‐institution project team, developing resources for educational programming around radio frequency technologies, worked with community design to establish avalues foundationthat could guide initial planning and ongoing development. We share design methods adapted fromvalues sensitive designand equity‐centered research‐practice partnership, as well as insights relevant to enacting design practice that can build relational equity, leverage data across institutional boundaries, and span locations, platforms and levels of expertise. 
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  6. Computational tools are being integrated into science classrooms, but in ways that are often procedurally prescribed, constraining learner agency and ignoring student purposes and epistemic practices. We draw on theory and approaches from making-oriented education to introduce computational tinkering in science as a construct for thinking about and designing for learning with computational tools. Across two design research cycles in high school science classrooms, we analyze episodes of student activity to understand how practices of computational tinkering might translate from informal settings to formal science classrooms to enable learners to engage in practices that reflect authentic scientific work, draw upon learner experiences, and support more equitable participation in science. Looking across both student-centered and curricula-centered science classrooms for emergent goals, rapid iteration, and noticing and reflection, we saw computational tinkering take shape during moments of play, troubleshooting and tuning, and sharing. We discuss findings and implications for practice in relation to professional science practice and goals of science education in an era of computational ascendancy. 
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