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  1. Research on geometric transformations suggests that early learners possess intuitive understandings grounded in motion metaphors, transitioning to mappings. The processes through which students transition between these two conceptions are not fully understood. We propose that Vygotskian hybridizing (related to Vygotsky’s articulation of everyday and scientific concepts) may provide a lens for thinking about the relationship between these conceptions. Design features of block-based programming environments provide affordances to support hybridizing by providing a co-action space for learning. We conducted a comparative case study of four grade seven and eight students working in a Scratch task (Code the Quilts) and a game (Transformations Quest) to construct understandings of geometric transformations. Our findings suggest: (1) students hybridized their personal experience of motion and mathematical knowledge of mapping to build geometric transformations understandings and (2) the co-action space in which students worked promoted distributed interactions between students, block-based environments, and tasks to support hybridizing. 
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  2. Robots are a popular and engaging educational tool for teaching computational thinking, but they often have significant costs and limitations for classroom use. Switching to a simulated environment can eliminate many of these difficulties. By also providing students with a block-based programming environment, the barrier to entry can be further reduced. This paper presents a networked virtual robotics platform designed to create an environment which is highly accessible for novice students and their teachers alike, along with components of a curriculum designed to teach computational thinking skills through robotics programming challenges, including autonomous challenges and in-class competitions. Students access this platform through an extension of the same web interface used for programming their robots, which allows students to collaborate on code and view a shared simulated virtual space. Previously, this virtual robotics platform was used only to facilitate distance education. This paper demonstrates its use in an in-person class during the Spring 2022 semester, illustrating the affordances of a virtual robotics environment for face-to-face learning contexts as well. Students' computational thinking skills were evaluated with assessments both before and after the class, along with surveys and interviews given to determine their opinions and outlooks regarding computer science. The results show that students had a significant improvement in both attitudes and aptitudes.

     
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  3. This paper considers how a curricular design that integrated computer programming and creative movement shaped students’ engagement with computing. We draw on data from a camp for middle schoolers, focusing on an activity in which students used the programming environment NetLogo to re-represent their physical choreography. We analyze the extent to which students noticed incompatibilities (mismatches between possibilities in dance and NetLogo), and how encountering them shaped their coding. Our findings suggest that as students attended to incompatibilities, they experienced struggle, but persisted and engaged in iterative cycles of design. Our work suggests that tensions between arts and programming may promote student engagement. 
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  4. Previous research has established that embodied modeling (role-playing agents in a system) can support learning about complexity. Separately, research has demonstrated that increasing the multimodal resources available to students can support sensemaking, particularly for students classified as English Learners. This study bridges these two bodies of research to consider how embodied models can strengthen an interconnected system of multimodal models created by a classroom. We explore how iteratively refining embodied modeling activities strengthened connections to other models, real-world phenomena, and multimodal representations. Through design-based research in a sixth grade classroom studying ecosystems, we refined embodied modeling activities initially conceived as supports for computational thinking and modeling. Across three iterative cycles, we illustrate how the conceptual and epistemic relationship between the computational and embodied model shifted, and we analyze how these shifts shaped opportunities for learning and participation by: (1) recognizing each student’s perspectives as critical for making sense of the model, (2) encouraging students to question and modify the “code” for the model, and (3) leveraging multimodal resources, including graphs, gestures, and student-generated language, for meaning-making. Through these shifts, the embodied model became a full-fledged component of the classroom’s model system and created more equitable opportunities for learning and participation. 
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  5. Abstract  
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