INDP: Collaborative Research: Coding for All: Interest-Driven Trajectories to Computational Fluency

INDP:协作研究:全民编码:兴趣驱动的计算流畅性轨迹

基本信息

  • 批准号:
    1348876
  • 负责人:
  • 金额:
    $ 47.82万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2014
  • 资助国家:
    美国
  • 起止时间:
    2014-05-01 至 2017-12-31
  • 项目状态:
    已结题

项目摘要

This Cyberlearning Integration and Deployment (INDP) project brings together an interdisciplinary research team from the MIT Media Lab, the Digital Media and Learning Hub at University of California Irvine, and Harvard University's Berkman Center for Internet and Society to explore development and use of new types of online tools, activities, and gatherings to engage more young people in developing computational fluency, particularly youth from groups currently underrepresented in computing. The project builds on the success of the NSF-funded Scratch programming language and online community (http://scratch.mit.edu), where more than 1.5 million young people have created interactive stories, games, animations, and simulations based on their interests. The Coding for All project aims to provide new pathways into Scratch for youth from populations that are not currently drawn in easily to technological and scientific discourse and activities. The PIs are designing and refining a variety of interest-based microworlds -- introductory programming environments that are customized to particular interests of youngsters in those populations -- to provide easier and more inviting entry points for getting started with coding, and they aim to develop guidelines for designing microworlds that are simple enough not to be overwhelming, engaging enough to draw youngsters in, rich enough to allow creative expression, and tuned well enough to the interests and prior knowledge of new participants to foster curiosity and learning. In addition, the team is exploring how to use personnel in libraries and other spaces where low-income youth congregate to support initial introduction to and engagement with these microworlds and developing and refining tools to support interest-based on-line hangouts and unconferences, where young people who become engaged through these microworlds can meet peers and mentors to share ideas, form collaborations, and increase their programming and expressive capabilities. The PIs are collecting much data about the engagement and participation of youngsters, the development of their skills and understanding, and the development of their interests, and their analysis will contribute to deeper understanding of needed supports, pathways, and outcomes related to computational fluency.This project addresses the need to draw in and promote learning among those in populations not served well by current educational practices and important national priorities in workforce development, equity, and the need for a technologically fluent public. The project's tools and activities will provide alternative pathways into coding, increasing opportunities for young people in non-dominant communities to develop computational fluency. The focus on public libraries explores how to use public educational institutions most geared towards serving the technology needs and diverse interests of non-dominant communities in taking advantage of new online learning opportunities. The findings from this research will inform researchers and practitioners concerned with STEM-related learning, online educational resources, equity in education, and cyberlaw.
这个网络学习集成和部署(INDP)项目汇集了来自麻省理工学院媒体实验室、加州大学欧文分校数字媒体和学习中心以及哈佛大学伯克曼互联网和社会中心的跨学科研究团队,以探索新型在线工具、活动和聚会的开发和使用,以使更多的年轻人,特别是来自目前在计算领域代表性不足的群体的年轻人,参与培养计算流利性。该项目建立在美国国家科学基金会资助的临时编程语言和在线社区(http://scratch.mit.edu),)的成功基础上,150多万年轻人根据自己的兴趣创建了互动故事、游戏、动画和模拟。为所有人编码项目旨在为那些目前不容易被技术和科学话语和活动吸引的年轻人提供进入零起点的新途径。私人投资机构正在设计和改进各种基于兴趣的微世界--为这些人群中的年轻人的特定兴趣定制的介绍性编程环境--为开始编码提供更容易和更有吸引力的切入点,他们的目标是制定设计微世界的指导方针,这些微世界足够简单,不至于铺天盖地,足够吸引年轻人,足够丰富,可以创造性地表达,并且足够好地调整新参与者的兴趣和先前的知识,以培养好奇心和学习。此外,该团队正在探索如何利用图书馆和其他低收入青年聚集的空间的人员来支持对这些微型世界的初步介绍和参与,并开发和完善工具以支持基于兴趣的在线聚会和非会议,通过这些微型世界参与的年轻人可以在那里会见同龄人和导师,分享想法,形成合作,并提高他们的编程和表达能力。PIs正在收集有关青少年参与和参与、他们的技能和理解的发展以及他们兴趣的发展的大量数据,他们的分析将有助于更深入地了解与计算流利相关的所需支持、途径和结果。该项目旨在吸引和促进那些没有得到当前教育实践良好服务的人群中的学习,以及在劳动力发展、公平和对技术流利的公众的需要方面的重要国家优先事项。该项目的工具和活动将提供编码的替代途径,增加非主导社区的年轻人发展计算流利性的机会。重点是公共图书馆,探讨如何利用公共教育机构,最大限度地满足非主流社区的技术需求和不同利益,利用新的在线学习机会。这项研究的发现将为关注STEM相关学习、在线教育资源、教育公平和网络法的研究人员和从业者提供信息。

项目成果

期刊论文数量(0)
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Mizuko Ito其他文献

Technosocial Situations: Emergent Structuring of Mobile E-mail Use
技术社会情境:移动电子邮件使用的新兴结构
  • DOI:
  • 发表时间:
    2003
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Mizuko Ito;Misa Matsuda;Daisuke Okabe
  • 通讯作者:
    Daisuke Okabe
Mobilizing the Imagination in Everyday Play: The Case of Japanese Media Mixes
  • DOI:
    10.1007/978-3-7091-0096-7_6
  • 发表时间:
    2010
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Mizuko Ito
  • 通讯作者:
    Mizuko Ito
Keitai and the Intimate Stranger
启泰与亲密的陌生人
  • DOI:
  • 发表时间:
    2006
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Mizuko Ito;Misa Matsuda;Daisuke Okabe
  • 通讯作者:
    Daisuke Okabe
The Social Uses of Purikura: Photographing, Modding, Archiving, and Sharing
Purikura 的社交用途:摄影、修改、存档和共享
  • DOI:
  • 发表时间:
    2006
  • 期刊:
  • 影响因子:
    0
  • 作者:
    Daisuke Okabe;E. Fujisawa;J. Chipchase;A. Tower;Mizuko Ito;Aico Shimizu
  • 通讯作者:
    Aico Shimizu
Engineering Play: Children's software and the cultural politics of edutainment
工程游戏:儿童软件和寓教于乐的文化政治

Mizuko Ito的其他文献

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{{ truncateString('Mizuko Ito', 18)}}的其他基金

The Role of Mentorship in Persistence in Informal STEM Programs for Under-represented Youth
辅导对于坚持为代表性不足的青年提供非正式 STEM 项目的作用
  • 批准号:
    1810923
  • 财政年份:
    2018
  • 资助金额:
    $ 47.82万
  • 项目类别:
    Continuing Grant

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