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  1. Background and Context: With the growing movement to adopt critical framings of computing, scholars have worked to reframe computing education from the narrow development of programming skills to skills in identifying and resisting oppressive structures in computing. However, we have little guidance on how these framings may manifest in classroom practice. Objectives: To better understand the processes and practice of critical pedagogy in a computing classrooms, we taught a critically conscious computing elective within a summer academic program at a northwest United States university targeted at secondary students (ages 14–18) from low-income backgrounds and would be the first in their families to pursue a post-secondary education (i.e., first-generation). We investigated: (1) our participants’ initial perceptions of and attitudes toward the benefits and perils of computing, and (2) potential tensions that might emerge when secondary students negotiate the integration of critical pedagogy in a computing classroom. Methods: We qualitatively coded participant work from a critically conscious computing course within a summer academic program in the United States focused on students from low-income backgrounds or would be the first in their family to pursue a post-secondary education. Findings: Our participants’ initial attitudes toward technology were mostly positive, but exhibited an awareness of its negative impacts on their lives and society. Throughout the course, while participants demonstrated a rich social consciousness around technology, they faced challenges in addressing hegemonic values embedded in their programs, designs, and other classwork. Implications: Our findings revealed tensions between our participants’ computing attitudes, knowledge, self-efficacy, and social consciousness, suggesting pathways for scaffolding the critical examination of technology in secondary education. This study provides insights into the pedagogical content knowledge necessary for critical computing education. 
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  2. null (Ed.)
    Worldwide, national initiatives have led to many school districts implementing computing curricula at the primary level. At that age, students are learning the foundational skills of reading and math. It is important to understand how computing can influence the development of these skills. While some argue that learning computing sharpens problem-solving skills that are applicable to other subjects, evidence supporting this belief is thin. In a quasi-experimental study of fourth-grade (ages 9-10) students, we compared state reading and math test scores of students receiving computing instruction with students who did not. Our findings demonstrated that a more open-ended, less scaffolded form of computing instruction was linked to performance gains in math, but not in reading (𝐹 (2, 232) = 11.08, 𝑝 < .01, 𝜂𝑝2 = .0625). When looking at students who face academic challenges that can impact reading and math, the same trend applied to students with economic disadvantages and students with limited English proficiency, but not for students with disabilities. These results suggest that moderately scaffolded computing instruction supports the development of skills applicable to math, a step towards better understanding the relationship between learning opportunities in computing and outcomes in other subjects. 
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  3. null (Ed.)
    With the growth of Computer Science (CS) and Computational Thinking (CT) instruction in the primary/elementary domain, it is important that such instruction supports diverse learners. Four categories of students ś students in poverty, multi-lingual students, students with disabilities, and students who have below-grade-level proficiency in reading and math, may face academic challenges that can hinder their learning in CS/CT curricula. However, little is known about how to support these students in CS/CT instruction, especially at this young age. TIPP&SEE, a meta-cognitive strategy that scaffolds learning by proceduralizing engagement through example code, may offer some support. A quasi-experimental study revealed that the gaps between students with and without academic challenges narrowed when using the TIPP&SEE strategy, indicating its promise in providing equitable learning opportunities in CS/CT. 
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  4. With many school districts nationwide integrating Computer Science (CS) and Computational Thinking (CT) instruction at the K-8 level, it is crucial researchers closely inspect the relationship between program expression and student understandings. In this study, we propose and report on our use of Scratch Charades, a game in which students act out Scratch scripts while others build them. The purpose of Scratch Charades is to familiarize students with scripts and blocks without the cognitive overhead of the complex user interface. However, in this study, we also used it to elicit student understandings about Scratch blocks and scripts to design mnemonics to help students debug their code. We propose two building and/or debugging strategies based on our observations. 
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