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From Embodied Doing to Computational Thinking in Kindergarten: A Punctuated Motor Control Model
- Ravi Sinha,
- Hillary Swanson,
- Jody Clarke-Midura,
- Jessica F. Shumway,
- Victor R. Lee,
- Sanjay Chandrasekharan
We propose a motor control-based characterization of how computational thinking (CT) can emerge from embodied performance. The account is based on children's activity during a tangible coding task, and a mechanism proposed by cognitive and motor ...
Programming Representations: Uncovering the Process of Constructing Data Visualizations in a Block-based Programming Environment
In this paper, we analyze how middle schoolers engaged in data visualization activities using PlayData, an educational tool designed to create representations for data by taking advantage of the flexibility and low entry point of block-based programming ...
When Literacies Collide: The Role of Translation in Music+Coding Activities
The integration of computer programming and music-making has a rich history dating back to the 1950s. While there has been substantial prior work on the creative and cognitive affordances of programming languages for engaging in musical tasks, there is ...
Preparing K-12 Students to Meet their Data: Analyzing the Tools and Environments used in Introductory Data Science Contexts
Data science education has gained momentum in recent years. Along with the development of curricula to teach data science, the number and diversity of tools for introducing data science to learners are also multiplying. The tools used to teach data ...
Carry-Forward Effect: Early scaffolding learning processes
Multimodal data enables us to capture the cognitive and affective states of students to provide a holistic understanding of learning processes in a wide variety of contexts. With the use of sensing technology, we can capture learners’ states in near ...
Tingets 2.0: Computer Vision-Powered Interactive Social and Emotional Learning Tool
Young children between the ages of 3 and 6 often struggle with identifying, expressing, and managing their emotions, especially when it comes to negative emotions. Research indicates that children with higher emotional skills tend to experience greater ...
Designing a Technology-enhanced Play Environment for Young Children's Science Modeling Practice
In this paper, we built on the Learning through Embodied Activity Framework (LEAF) and designed the GEM-STEP mixed reality environment to support young children's science modeling practice through different play activities. The participants in this ...
Experiverse: Exploring an experiment-based gamification application for motivating children to science learning in an informal setting
Science learning at schools often lacks relevance and connection to real life; therefore, children find it challenging to apply their knowledge and may gradually lose motivation and interest in science. Gamification demonstrates a promising potential to ...
How Co-Designing Computational Modeling Activities Helped Teachers Implement Responsive Teaching Strategies
- Hillary Swanson,
- LuEttaMae Lawrence,
- Jared Arnell,
- AlLisia Dawkins,
- Bonni Jones,
- Bruce Sherin,
- Uri Wilensky
In recent years, science education has shifted focus, from content to practice. This is reflected in the NGSS, which advocate learning science concepts through engagement in science and engineering practices. Theory building is a central activity of ...
Enhancing the vocabulary learning skills of autistic children using augmented reality: a participatory design perspective
- Ibrahim El Shemy,
- Ana Lucía Urrea Echeverria,
- Gema Erena-Guardia,
- David Saldaña,
- Mila Vulchanova,
- Michail Giannakos
Many autistic children1 face challenges with vocabulary learning. Augmented Reality (AR) has the potential to improve their learning process by leveraging their visuo-perceptual strengths. However, there is a gap in the literature on how AR solutions ...
Supporting high school students’ self-directed learning experiences through documentation tool design
This paper offers a case study of the co-design and evaluation of learning support tools resulting from a design-based research engagement with facilitators of a year-long high school self-directed learning (SDL) experience. As a co-design team, we ...
Gathering as Design Process: Physical Prototyping for Culturally Sustaining Computational Technologies
To address pressing issues of bias and black boxing embedded in technologies and their underlying computational models, scholars call for inventing and employing design processes that invite participation from those whose lives are shaped by these ...
Switch Mode: Building a middle ground between Block-based and Text-based programming
This paper introduces Switch mode, a design strategy to introduce a middle ground to support learners in transitioning from block-based to text-based programming. The Switch mode strategy allows learners to author text-based commands inside a block-...
Nurturing Eco-Consciousness: The Journey of the EcoMorph Guardian in Shaping Tomorrow's Stewards.
The environment is suffering tremendous changes. Climate change and global warming are a few of the major problems facing the planet. Various kinds of garbage are ending up in the ocean, which is making Earth's environment deteriorate. After exploring ...
Index Terms
- Proceedings of the 2023 Symposium on Learning, Design and Technology