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

Describing Elementary Students' Spheres of Influence in Scratch 'About Me' Projects
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描述小学生在 Scratch“关于我”项目中的影响范围

DOI:
10.1145/3545945.3569869
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发表时间:
2023
期刊:
n Proceedings of the 54th ACM Technical Symposium on Computer Science Education
影响因子:
--
通讯作者:
Warschauer, Mark
Warschauer, Mark
中科院分区:
--
文献类型:
--
作者:
Ojeda-Ramirez, Santiago;Tsan, Jennifer;Eatinger, Donna;Jacob, Sharin;Saito-Stehberger, Dana;Franklin, Diana;Warschauer, Mark

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研究人员和从业者致力于将计算机科学带给所有学生。然而,CS仍然是一个不公平的领域。在开发课程时,我们必须考虑到将历史上边缘化学生的生活和身份与教学材料联系起来的重要性。我们研究了小学生(9-10 岁)学生在完成一项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,以调查学生参考了他们生活的哪些方面,以及他们如何使用 Scratch 中的各种模式来创建有关自己的数字媒体产品。在我们的数据中,我们发现最常见的领域是身份、爱好和休闲以及兴趣。在表达自己的身份时,学生们讲述了他们的经历,表达了对自己技能的认识,通过他们的兴趣与用户建立了联系,有时还讨论了公平性。此外,我们的研究结果补充了之前关于 Scratch 作为数字媒体制作的有效平台的文献。特别是,我们发现学生通过多媒体编程和互动项目,使用对话、图像、声音和标题来代表他们的影响范围。这项工作对高小学生计算思维课程和教学指南的开发具有重要意义。影响范围可以让研究人员了解特定背景下学生生活中最有影响力的方面,为创建文化相关和基于兴趣的材料和课程提供元素。
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.
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