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Creators/Authors contains: "Poole, Frederick"

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  1. This experience report describes an approach for helping elementary schools integrate computational thinking and coding by leveraging existing resources and infrastructure that do not rely on 1-1 computing. A particular focus is using the school library and media center as a site to complement and enhance classroom instruction on coding. Further, our approach builds upon "unplugged" knowledge and practices that are already familiar to and motivating for students, in this case tabletop board games. Through these games, students can use their prior knowledge and ease with tabletop gaming mechanics to cue relevant ideas for core computational concepts. We describe a model and an instructional unit spanning across classroom and school library settings that builds upon board game play as a source domain for computing knowledge. Building on expansive framing, the model emphasizes instructional linkages being made between one domain (the tabletop board game) and another (specially designed Scratch project shells with partially complete code blocks) such that the reasoning activities and different contexts are seen as instantiations of the same encompassing context. We present the experiences of three elementary school teachers as they implemented the unit in their classrooms and with their school librarian. We also show initial findings on the impact of the unit on student interest (N=87), as measured by pre- and post- surveys. We conclude with lessons learned about ways to improve the unit and future classroom implementations. 
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  2. Gresalfi, Melissa ; Horn, Ilana Seidel (Ed.)
    This paper presents an instructional design using expansive framing to introduce computer programming to upper elementary students. By using a tabletop board game as the context for learning, bridging connections between the learning in the board game and its digital instantiation, and privileging student authorship, we show how two students developed and transferred their understanding of several computational practices, including procedures and conditional logic, from the board game into their design of digital games in Scratch. 
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  3. Gresalfi, Melissa ; Horn, Ilana Seidel (Ed.)
    This paper presents an instructional design using expansive framing to introduce computer programming to upper elementary students. By using a tabletop board game as the context for learning, bridging connections between the learning in the board game and its digital instantiation, and privileging student authorship, we show how two students developed and transferred their understanding of several computational practices, including procedures and conditional logic, from the board game into their design of digital games in Scratch. 
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  4. null (Ed.)
    Our work is situated in research on Computer Science (CS) learning in informal learning environments and literature on the factors that influence girls to enter CS. In this article, we outline design choices around the creation of a summer programming camp for middle school youth. In addition, we describe a near-peer mentoring model we used that was influenced by Bandura's self-efficacy theory. The purpose of this article, apart from promoting transparency of program design, was to evaluate the effectiveness of our camp design in terms of increasing youths’ interest, self-efficacy beliefs, and perceptions of parental support. We found significant gains for all three of these concepts. Additionally, we make connections between our design choices (e.g., videos, peer support, mentor support) and the affective gains by thematically analyzing interview data concerning the outcomes found in our camps. 
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  5. Parental support is a predictor of children’s career interest and aspirations. However, mother and father support affects youth ca- reer choices differently. To understand how perceived mothers’ and fathers’ support affect career interest in computer science (CS), we developed two path models using both mother and father sup- port gains to predict youths’ interest in CS. We hypothesized that perceived father’s and mother’s support would relate to youths’ interest in CS via youths’ perception of CS utility value as a media- tor. We found that both mother and father support leads to interest in CS. However, father support was found to affect CS interest via the mediator utility-value beliefs. To provide explanations for these differences we used student interview data to explore how participants in our study perceived parental support. 
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  6. In response to the national demand to increase participation in CS, we argue that youth’s interest in computer science (CS) can be sparked by providing them with role models who are relatable and who resonate with their identities. To that end, we developed a mentoring model in which we train high schoolers to be near-peer mentors for middle schoolers learning to program in summer camps. In this paper, we present results from a mixed-methods study where we examined the relationship between mentor relatability and middle school campers’ self-efficacy and interest in CS. Pre- and post-surveys were used to measure campers’ affective outcomes around computing and mentor relatability. In addition, interviews and observations were used to illustrate the mechanisms that led to change in affect. Our findings suggest that mentor relatability is a significant predictor of campers’ self-efficacy and interest in CS. Results from the qualitative data further exemplify how mentor relatability was perceived and manifested in the camps. 
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