Collaborative Research: Using Culturally Sustaining Learning Environments to Explore Computational Learning & Identity

协作研究:利用文化可持续的学习环境探索计算学习

基本信息

  • 批准号:
    2034782
  • 负责人:
  • 金额:
    $ 82.23万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2019
  • 资助国家:
    美国
  • 起止时间:
    2019-09-16 至 2023-12-31
  • 项目状态:
    已结题

项目摘要

Computing and computational thinking practices are ubiquitous in young people's lives. From the animations programmed in their video games to algorithms used to determine the next song selection from their playlists, today's youth are inundated with simple and complex computational models, tools, and practices. Nationally, computing and computational thinking practices are transforming STEM education and youth workforce preparedness. In fact, computational thinking practices are now recognized, alongside mathematics, as a fundamental core scientific practice in the Next Generation Science Standards. Consequently, much attention has been paid in recent years towards increasing opportunities for youth to engage in STEM content through computing and computational thinking practices. Access to these learning opportunities in computing, however, is inequitable. Youth of color are especially vulnerable to these inequities, as computational thinking practices are often devoid of the cultural capital and community engagement that research has shown to be particularly effective in attracting and engaging youth from underrepresented groups in STEM. This three-year research and design project will examine the intersectionality between computational thinking practices, interdisciplinary STEM learning, and culturally expressive practices on youths' learning and identity development. The model will test the feasibility of culturally sustaining learning environments and the foundational principles of hip hop as a model to engage and encourage middle school youth from predominately underrepresented groups to learn, connect to, and consider computing in their everyday lives. Over a three-year period, an estimated 400 middle school aged youth will participate in the project and research. The youth will meet online and afterschool at community-based sites (i.e., makerspace, arts-based space, community center) in Gary, Indiana; Philadelphia, PA; and Cambridge, MA. A range of interdisciplinary STEM topics will be covered including science principles (e.g., physics), mathematics, engineering, computer programming, digital media, and cross-platform product planning and development through the lens of computational thinking or making practices. The youth will work collaboratively to develop and design their own interdisciplinary STEM-based computing projects, using hip hop as a basis. The online platform, cyber cypher, will be piloted by Youmedia Network Labs, a nationwide network of 28 makerspaces and the Cambridge Agenda for Children-Middle School Network, a network of afterschool programs in Cambridge, MA. With regards to the research, several salient questions will be explored: (1) How do middle school youth appropriate, resist, and/or transform ecologically situated resources and practices as they learn computational making practices? (2) How do variations in different culturally sustaining spaces affect the development of learning in interdisciplinary computational making practices? (3) How do middle school youth appropriate, resist, and/or transform ecologically situated resources as they construct pluralistic computational making identities and within different learning environments? and (4) Across the three sites, what are the design principles of the culturally sustaining computational making environments that contribute to computational making practices and STEM learning and identity development? Data will be collected from surveys, field observations, computational making & design skills assessments, and multimodal design narratives. The results of the research and an external evaluation will be analyzed and disseminated via academic and practitioner targeted journals, conferences, project participant community events, online communities, and social media. This project is funded by STEM + C which supports research and the development of interdisciplinary and transdisciplinary approaches to the integration of computing within STEM teaching and learning for preK-12 students in both formal and informal settings.This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
计算和计算思维实践在年轻人的生活中无处不在。 从视频游戏中编程的动画到用于从播放列表中确定下一首歌曲选择的算法,今天的年轻人被简单和复杂的计算模型,工具和实践所淹没。在全国范围内,计算和计算思维实践正在改变STEM教育和青年劳动力准备。事实上,计算思维实践现在与数学一起被认为是下一代科学标准中的基本核心科学实践。因此,近年来,人们非常关注通过计算和计算思维实践增加青年参与STEM内容的机会。然而,获得这些计算机学习机会是不公平的。有色人种的青年特别容易受到这些不平等的影响,因为计算思维实践往往缺乏文化资本和社区参与,研究表明,这种文化资本和社区参与在吸引和吸引STEM中代表性不足的群体的青年方面特别有效。这个为期三年的研究和设计项目将研究计算思维实践,跨学科STEM学习以及青少年学习和身份发展的文化表达实践之间的交叉性。该模型将测试文化上可持续的学习环境的可行性和嘻哈的基本原则作为一种模式,以吸引和鼓励来自代表性不足的群体的中学生在日常生活中学习,连接和考虑计算。在三年的时间里,估计有400名中学生将参加该项目和研究。青少年将在网上和课后在社区网站见面(即,创客空间、艺术空间、社区中心),分别位于印第安纳州的加里、宾夕法尼亚州的费城和马萨诸塞州的剑桥。将涵盖一系列跨学科的STEM主题,包括科学原理(例如,物理学)、数学、工程学、计算机编程、数字媒体,以及通过计算思维或制作实践的透镜的跨平台产品规划和开发。青年将合作开发和设计自己的跨学科STEM计算项目,使用嘻哈作为基础。在线平台cyber cypher将由Youmedia Network Labs(一个由28个创客空间组成的全国性网络)和剑桥儿童-中学议程网络(一个位于马萨诸塞州剑桥的课后项目网络)进行试点。 关于这项研究,几个突出的问题将被探讨:(1)如何做中学生适当的,抵制,和/或转换生态环境的资源和做法,因为他们学习计算制作的做法?(2)不同文化支持空间的变化如何影响跨学科计算制作实践中学习的发展?(3)中学生如何适当的,抵制,和/或转换生态资源,因为他们构建多元化的计算,使身份和不同的学习环境?以及(4)在这三个地点,有助于计算制作实践和STEM学习和身份发展的文化支持计算制作环境的设计原则是什么?数据将从调查,实地观察,计算制作设计技能评估和多模式设计叙述中收集。研究和外部评估的结果将通过学术和实践者针对性的期刊,会议,项目参与者社区活动,在线社区和社交媒体进行分析和传播。该项目由STEM + C资助,支持研究和开发跨学科和跨学科的方法,以将计算整合到正式和非正式环境中的K-12学生的STEM教学和学习中。该奖项反映了NSF的法定使命,并通过使用基金会的智力价值和更广泛的影响审查标准进行评估,被认为值得支持。

项目成果

期刊论文数量(1)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
(Designing for) learning computational STEM and arts integration in culturally sustaining learning ecologies
(设计)在文化维持学习生态中学习计算 STEM 和艺术整合
  • DOI:
    10.1108/ils-01-2020-0018
  • 发表时间:
    2020
  • 期刊:
  • 影响因子:
    3.4
  • 作者:
    Champion, Dionne N.;Tucker-Raymond, Eli;Millner, Amon;Gravel, Brian;Wright, Christopher G.;Likely, Rasheda;Allen-Handy, Ayana;Dandridge, Tikyna M.
  • 通讯作者:
    Dandridge, Tikyna M.
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Eli Tucker-Raymond其他文献

Eli Tucker-Raymond的其他文献

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{{ truncateString('Eli Tucker-Raymond', 18)}}的其他基金

Creating Sustainable Community, Museum, and University Collaborations
创建可持续的社区、博物馆和大学合作
  • 批准号:
    2314112
  • 财政年份:
    2023
  • 资助金额:
    $ 82.23万
  • 项目类别:
    Standard Grant
Developing a Network to Coordinate Research on Equity Practices and Cultures in STEM Maker Education
建立网络来协调 STEM 创客教育中的公平实践和文化研究
  • 批准号:
    2005898
  • 财政年份:
    2020
  • 资助金额:
    $ 82.23万
  • 项目类别:
    Standard Grant
STEM Literacies, Learning, and Identities through Cascading Models of Near-Peer Mentorship
通过近同伴指导的级联模型实现 STEM 素养、学习和身份
  • 批准号:
    2000511
  • 财政年份:
    2020
  • 资助金额:
    $ 82.23万
  • 项目类别:
    Continuing Grant
Collaborative Research: Integrating Computational Making Practices in STEM Teaching
协作研究:将计算实践融入 STEM 教学
  • 批准号:
    2021180
  • 财政年份:
    2020
  • 资助金额:
    $ 82.23万
  • 项目类别:
    Continuing Grant
Collaborative Research: Using Culturally Sustaining Learning Environments to Explore Computational Learning & Identity
协作研究:利用文化可持续的学习环境探索计算学习
  • 批准号:
    1842278
  • 财政年份:
    2019
  • 资助金额:
    $ 82.23万
  • 项目类别:
    Standard Grant
Collaborative Research: Integrating Computational Making Practices in STEM Teaching
协作研究:将计算实践融入 STEM 教学
  • 批准号:
    1742091
  • 财政年份:
    2017
  • 资助金额:
    $ 82.23万
  • 项目类别:
    Standard Grant
Conference on Literacies in Engineering for Access and Participation
获取和参与工程素养会议
  • 批准号:
    1644976
  • 财政年份:
    2016
  • 资助金额:
    $ 82.23万
  • 项目类别:
    Standard Grant
Investigating STEM Literacies in Maker Spaces
调查创客空间中的 STEM 素养
  • 批准号:
    1422532
  • 财政年份:
    2014
  • 资助金额:
    $ 82.23万
  • 项目类别:
    Standard Grant

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