Describing Elementary Students' Spheres of Influence in Scratch 'About Me' Projects

Santiago Ojeda-Ramirez, Jennifer L. Tsan, Donna Eatinger, S. Jacob, Dana Saito-Stehberger, Diana Franklin, M. Warschauer
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引用次数: 1

Abstract

Researchers and practitioners have worked to bring computer science to all students. However, CS is still an inequitable field. When developing curricula, we must account for the importance of connecting the lives and identities of historically marginalized students with instructional materials. We examine the knowledge and experiences that elementary (age 9-10) students drew upon to implement an open-ended programming assignment about themselves. We coded the Scratch projects of 189 students to investigate what aspects of their lives students reference, and how they use various modalities in Scratch to create digital media products about themselves. In our data, we found that the most common spheres portrayed were identity, hobbies and leisure, and interests. When expressing their identities, students narrated their experiences, expressed consciousness about their skills, connected to the user via their interests, and sometimes discussed equity. Additionally, our findings add to previous literature on Scratch as an effective platform for digital media production. In particular, we found that students used dialogue, images, sound, and the title to represent their spheres of influence through programming multimedia and interactive projects. This work has implications for the development of curricula and teaching guides for upper elementary students courses on computational thinking. Spheres of influence could inform researchers on the most influential aspects of students life in a specific context, providing elements for creating culturally relevant and interest-based materials and lessons.
描述小学生在Scratch“关于我”项目中的影响范围
研究人员和实践者一直致力于将计算机科学带给所有学生。然而,计算机科学仍然是一个不公平的领域。在制定课程时,我们必须考虑到将历史上被边缘化的学生的生活和身份与教学材料联系起来的重要性。我们考察了小学(9-10岁)学生在实施关于他们自己的开放式编程作业时所利用的知识和经验。我们对189名学生的Scratch项目进行了编码,以调查学生们参考了他们生活的哪些方面,以及他们如何在Scratch中使用各种方式来创建关于他们自己的数字媒体产品。在我们的数据中,我们发现最常见的描述领域是身份、爱好和休闲以及兴趣。在表达自己的身份时,学生们讲述了自己的经历,表达了对自己技能的意识,通过自己的兴趣与用户建立了联系,有时还讨论了公平问题。此外,我们的发现为之前关于Scratch作为数字媒体生产的有效平台的文献提供了补充。我们特别发现,学生们利用对话、图像、声音和标题,通过编写多媒体和互动项目来代表他们的影响范围。本研究对小学高年级学生计算思维课程的课程设置和教学指导具有启示意义。影响范围可以使研究人员了解特定背景下学生生活中最具影响力的方面,为创造与文化相关和基于兴趣的材料和课程提供要素。
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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