- Teaching and Learning Programming
- Gender and Technology in Education
- Child Development and Digital Technology
- Educational Games and Gamification
- Digital Games and Media
- Online Learning and Analytics
- Innovative Teaching and Learning Methods
- Early Childhood Education and Development
- Youth Development and Social Support
- Parental Involvement in Education
- Impact of Technology on Adolescents
- Literacy, Media, and Education
- Career Development and Diversity
- Food Security and Health in Diverse Populations
- Education, Achievement, and Giftedness
- Higher Education Research Studies
- Racial and Ethnic Identity Research
- Service-Learning and Community Engagement
- Information Systems Education and Curriculum Development
- Educational Assessment and Improvement
- Evolutionary Algorithms and Applications
- School Choice and Performance
- HIV, Drug Use, Sexual Risk
- Urban, Neighborhood, and Segregation Studies
- Sex work and related issues
Education Training And Research
2014-2023
Bethany University
2012-2021
Pathways Behavioral Services
2021
Santa Cruz County Office of Education
2021
University of California, Santa Cruz
1998-2020
New York University Press
2020
Applied Research Associates (United States)
2004-2019
Silicon Valley University
2017
Applied Research Associates
2007
Centers for Disease Control and Prevention
2005
Computational thinking (CT) has been described as the use of abstraction, automation, and analysis in problem-solving [3]. We examine how these ways take shape for middle high school youth a set NSF-supported programs. discuss opportunities challenges both in-school after-school contexts. Based on observations, we present "use-modify-create" framework, representing three phases students' cognitive practical activity computational thinking. recommend continued investment development CT-rich...
Computational thinking (CT) has been described as an essential capacity to prepare students for computer science, well be productive members of society. But efforts engage K-12 in CT are hampered by a lack definition and assessment tools. In this paper, we describe the first results newly created performance tool measuring middle school. We briefly context (game-programming courses), aspects that measured, results, factors associated with performance. see development tools critical step...
Ten years after the groundbreaking From Barbie to Mortal Kombat highlighted ways gender stereotyping and related social economic issues permeate digital game play, number of women girl gamers has risen considerably. Despite this, disparities remain in gaming. Women may be warriors World Warcraft, but they are also scantily clad booth babes whose sex appeal is used promote games at trade shows. Player-generated content revolutionized gaming, few marketed girls allow modding (game...
Psychological theories and research often assume nations are culturally homogeneous stable. But global demographic, political, economic changes massive immigration have sparked new scholarly policy interest in cultural diversity change within nations. This chapter reviews interdisciplinary advances linking culture psychological development. These challenge strengthen the external ecological validity of their applications. Seven theoretical perspectives reviewed: individualism-collectivism;...
Pair programming is a strategy that grew out of industry and has shown promise for performance retention in computer courses at universities industry. In this study, we examine whether pair effective K–12, what it for, how partners influence each other. We collected the data from 320 middle school students working alone or with partner on game task. Compared to alone, was advantageous computational thinking building knowledge, particularly among less experienced students. Students' initial...
Programming environments that incorporate drag-and-drop methods and many pre-defined objects operations are being widely used in K-12 settings. But can middle school students learn complex computer science concepts by using these programming when is not the focus of course? In this paper, we describe a semester-long game-programming course where 325 Alice. We report on our analysis 231 final games measured frequency successful execution constructs. Our results show exhibit uses high level...
This article describes the role of culture and power in building a research–practice partnership (RPP). The original aims that drove RPP were to generate use research inform programs services provided by youth-serving organization Latinx youth findings on how broaden participation computing. In this article, we describe evolved. Data include documentation from meeting notes, e-mails, observations as well interviews with practitioners. results suggest goals process changed when partners began...
It is widely believed that there are educational benefits to making computer games, but no systematic review of research on this topic. This article describes a meta-synthesis children designing and programming games investigates the extent which evidence for science learning motivation. Over 400 articles were identified, 68 met inclusion criteria. A analysis synthesis across studies showed some game design can lead changes in knowledge, problem solving, attitudes confidence. However, most...
This study investigates how community characteristics can protect adolescents from the negative effects of poverty. Using economic predictors, eight communities with low or high birthrates for 15- to 17-year-old Latinas were identified. Quantitative data on birth-rates, demographics, and physical environment obtained government, hospital, local sources. Qualitative social processes in collected by interviews observations these communities. The low- high-birthrate differed their environment,...
This article reports the results of a study relationship computer game programming to computational learning (CL). The contribute growing body knowledge about how define and measure CL among children by proposing new concept, Game Computational Sophistication (GCS). We analyzed 231 games programmed 325 11 12 year olds with range prior experience who attended voluntary technology class during or after school. Findings suggest that students’ exhibited GCS: programs composed sequences simple...
Background and Context: Pair programming is used in classrooms to promote learning engage a more diverse group of students computing fields, but little known about what it looks like middle school.Objective: The aim this study was examine how pairs were interacting what.Method: Video, audio, screen capture data collected analyzed from 66 school working program computer game an after-school class.Findings: Less than half interaction time their game, one third spent not at all. Most behaviors...
Latino children in elementary and middle school not only experience developmental changes confront the risks adventures held by neighborhoods, they must also juggle values expectations of two cultures as navigate their own pathways toward success. Integrating results a series studies focused on Mexican-American immigrants California, this article discusses ways that teachers, parents, siblings, program staff can help young students succeed U.S. schools live according to parents' values.
Research shows the benefits of pair programming for retention and performance in computing, but little is known about how relationship dynamics influence outcomes. We describe results from our study middle school students games using Alice programming. From analysis statistical procedures that take into account interdependence data, we found evidence partner moderated by role confidence over improvements knowledge friend partnerships not non-friend partnerships. discuss implications...
The Girls Creating Games Program:Strategies for Engaging Middle-School in Information Technology Jill Denner (bio), Linda Werner Steve Bean and Shannon Campe (bio) There is a clear need to increase girls' leadership technology. number of female undergraduates computer science declined from 37percent 1984 27 percent 1997.1 Females make up only 20percent high school students who take the advanced placement test science.2 Hispanic females smallest percentage any group, comprising 1percent all...
In this paper we share experiences from two 2-week summer courses for middle-school students in game programming using Storytelling Alice (SA). The spent 20 hours learning SA and creating their own 'games' alone pairs. We discuss problems preliminary findings regarding by students. Our suggest that can use to make games, activity be used build information technology fluency.
Abstract This article describes program strategies and adult practices that can build youth–adult partnerships. In particular, it focuses on to empower girls in all‐female after‐school programs. The Young Women's Leadership Alliance has involved 164 girl leaders five women over three years. To the partnerships, adults made two key contributions: provided guidance rather than instruction, created a place where know speak their minds. We describe specific draw analyses of qualitative data...
Efforts to increase the number of women who pursue and complete advanced degrees in computer information sciences (CIS) have been limited, part, by a lack research on pathways into out community college CIS classes. This longitudinal study tests three widely held beliefs about how majors at 4-year universities, particularly among females. Data were collected from 741 men 15 colleges California enrolled an introductory programming class. The results highlight importance preparation...
In this paper we describe an after-school program that aims to develop information technology (IT) fluency by teaching middle school girls make computer games. We focus on IT rather than literacy because participate in the current and future world of technology, students must three kinds knowledge: contemporary skills, fundamental concepts, intellectual capabilities just skills. The acquisition is more likely happen context a like ours its emphasis project-based work collaborative learning...