Learner Ideas and Interests Expressed in Open-ended Projects in a Middle School Computer Science Curriculum

Jennifer L. Tsan, David Weintrop, Donna Eatinger, Diana Franklin
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引用次数: 1

Abstract

Ensuring that computer science curricula connect to learners' home culture, interests, and lived experiences is one approach to making the field more equitable. A central feature of the Scratch Encore Curriculum is to provide many opportunities for learners to plan and implement open-ended programming projects that invite them to draw on their prior knowledge, experiences, and cultural resources. To date, relatively little research has been done to analyze how learners respond to such curricular invitations, specifically with respect to what aspects of themselves and their interests they choose to express in their resulting projects. In this work, we investigate what people, places, interests, and experiences learners draw from as they plan and program open-ended Scratch projects. We analyzed the planning documents and final projects of 101 4th-7th grade (9-13 years) learners from the first two modules of our curriculum. The results show that when given the chance, learners incorporate aspects (such as Home and Family, and Hobbies and Leisure) of themselves into open-ended projects. Some learners drew from many areas of their lives while others focused on specific events, people, or interests. Our findings also indicate that the activities and Scratch are conducive to having learners of this age group express themselves, even early in the curriculum when they are still learning basic Scratch and CS concepts. This work contributes to our understanding of the impact of culturally responsive curricula and how it shapes the way learners engage with and express themselves in computing curricula.
中学计算机科学课程开放式项目中学习者思想与兴趣的表达
确保计算机科学课程与学习者的家庭文化、兴趣和生活经验相联系,是使该领域更加公平的一种方法。Scratch Encore课程的一个核心特征是为学习者提供许多机会来计划和实施开放式编程项目,邀请他们利用他们先前的知识、经验和文化资源。迄今为止,相对较少的研究已经做了分析学习者如何回应这些课程邀请,特别是关于他们选择在他们的最终项目中表达自己的哪些方面和他们的兴趣。在这项工作中,我们调查了学习者在计划和编程开放式Scratch项目时所借鉴的人物、地点、兴趣和经验。我们分析了101名4 -7年级(9-13岁)学生的规划文件和期末项目,这些学生来自我们课程的前两个模块。结果表明,当有机会时,学习者将自己的各个方面(如家庭和家庭,爱好和休闲)纳入开放式项目。一些学习者从他们生活的许多领域汲取灵感,而另一些人则专注于特定的事件、人物或兴趣。我们的研究结果还表明,活动和Scratch有助于这个年龄段的学习者表达自己,甚至在课程的早期,当他们还在学习基本的Scratch和CS概念时。这项工作有助于我们理解文化响应课程的影响,以及它如何塑造学习者在计算机课程中参与和表达自己的方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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