ABSTRACT
Traditionally, computer science education research contributes new tools, techniques, and theories to improve institutionalized learning spaces e.g. classrooms. However, we take the position that the study and improvement of computer science learning spaces outside the classroom are just as important. We take a step toward illuminating the critical qualities of non-institutional computer science learning spaces by engaging in a grounded-theoretical examination of first-hand accounts of non-institutional learning. To further study the topic, we attempted to recreate (in the lab) a learning environment with many qualities that characterize non-institutional learning. To make this possible, we employed a modified version of CodeSpells -- a video game designed to teach Java programming in a way that engenders the sense of sustained, playful, creative exploration driven entirely by the learner. This study introduced 40 girls, ages 10 to 12, to programming for the first time. We use the results of both studies to develop a theoretical framework which we use to examine existing tools such as Scratch, Alice, and educational games in a new light.
- Eric Mazur. 2009. Farewell, Lecture? Science, 323, 50--51 (2009).Google ScholarCross Ref
- Christopher D. Hundhausen, N Hari Narayanan, and Martha E. Crosby. 2008. Exploring studio-based instructional models for computing education. In Proceedings of the 39th SIGCSE technical symposium on Computer science education (SIGCSE '08). ACM, New York, NY, USA, 392--396. DOI=10.1145/1352135.1352271 Google ScholarDigital Library
- Andrew Luxton-Reilly and Paul Denny. 2009. A simple framework for interactive games in CS1. SIGCSE Bull. 41, 1 (March 2009), 216--220. DOI=10.1145/1539024.1508947 Google ScholarDigital Library
- Julian Sefton-Green. 2004. Literature Review in Informal Learning with Technology Outside School, 2004. A NESTA Futurelab Series -report 7.Google Scholar
- Kylie A. Peppler and Yasmin B. Kafai. 2007. From supergoo to scratch: exploring creative digital media production in informal learning. Learning, Media and Technology 32, 2 (2007), 149--166.Google ScholarCross Ref
- John H. Maloney, Kylie Peppler, Yasmin Kafai, Mitchel Resnick, and Natalie Rusk. 2008. Programming by choice: urban youth learning programming with scratch. In Proceedings of the 39th SIGCSE technical symposium on Computer science education (SIGCSE '08). ACM, New York, NY, USA, 367--371. DOI=10.1145/1352135.1352260. Google ScholarDigital Library
- CEOHP. 2008. Computing Educators Oral History Project. (April 2012). www.ceohp.org/.Google Scholar
- Michael Hewner and Mark Guzdial. 2008. Attitudes about computing in postsecondary graduates. In Proceedings of the Fourth international Workshop on Computing Education Research (ICER '08). ACM, New York, NY, USA, 71--78. DOI=10.1145/1404520.1404528. Google ScholarDigital Library
- Anselm Strauss and Juliet Corbin. 1990. Basics of qualitative research: grounded theory procedures and techniques. Sage Publications, Newbury Park, Calif.Google Scholar
- http://sarahesper.ucsd.edu/CodeSpells, August 2012.Google Scholar
- John Maloney, Mitchel Resnick, Natalie Rusk, Brian Silverman, and Evelyn Eastmond. 2010. The Scratch Programming Language and Environment. Trans. Comput. Educ. 10, 4, Article 16 (November 2010), 15 pages. DOI=10.1145/1868358.1868363. Google ScholarDigital Library
- Stephen Cooper, Wanda Dann, and Randy Pausch. 2000. Alice: a 3-D tool for introductory programming concepts. J. Comput. Small Coll. 15, 5 (April 2000), 107--116. Google ScholarDigital Library
- Matthew Dickerson. 2011. Multi-agent simulation and netlogo in the introductory computer science curriculum. J. Comput. Sci. Coll. 27, 1 (October 2011), 102--104. Google ScholarDigital Library
- Michael Kölling. The greenfoot programming environment. 2010, Trans. Comput. Educ. 10, 4 (November 2010), 14:1--14:21. Google ScholarDigital Library
- William H. Bares, Luke S. Zettlemoyer, and James C. Lester. 1998. Habitable 3d learning environments for situated learning. In Proceedings of the 4th International Conference on Intelligent Tutoring Systems, ITS '98, Springer-Verlag (London, UK, UK, 1998), 76--85. Google ScholarDigital Library
- http://robocode.sourceforge.net/, August 2012.Google Scholar
- Clare Richards. 2003. Teach the world to twitch: An interview with Marc Prensky, CEO and founder Games2train.com. Futurelab. www.futurelab.org.uk/resources/publications_reports_articles/web_articles/Web_Article578.Google Scholar
- Amy Bruckman. 1999. "Can Educational Be Fun?" Game Developer's Conference, San Jose, California. (March 17th, 1999).Google Scholar
Index Terms
- On the nature of fires and how to spark them when you're not there
Recommendations
Music & Soundscapes of our everyday lives: Music & Sound-making, meaning-making, and self-making
AbstractThe aim of this professional Doctor of Creative Industries (DCI) Research Project was to investigate music-making practice and self as a practitioner in the process of creating and producing a DIY music artefact, specifically to investigate why I ...
Engaging Programming Assignments to Recruit and Retain CS0 Students: (Abstract Only)
SIGCSE '18: Proceedings of the 49th ACM Technical Symposium on Computer Science EducationMany universities offer an optional CS0 course taken prior to traditional CS1 and CS2 courses. Students enrolling in CS0 represent a variety of programming experience levels and majors. To more successfully recruit students to CS0 and retain students as ...
Overview of the cyberTech-ITEST project: an initiative to attract and prepare under-represented students for tomorrow's careers in the computing sciences
This paper describes an NSF-funded initiative involving 600 underrepresented high school students and 60 teachers designed to introduce underrepresented students to the numerous and varied career opportunities in the computing sciences, prepare them to ...
Comments