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Full-Text Articles in Education

Co-Design Of An Orchestration Tool: Supporting Engineering Teaching Assistants As They Facilitate Collaborative Learning., Luettamae Lawrence, Emma Mercier Sep 2019

Co-Design Of An Orchestration Tool: Supporting Engineering Teaching Assistants As They Facilitate Collaborative Learning., Luettamae Lawrence, Emma Mercier

Instructional Technology and Learning Sciences Faculty Publications

This paper describes a design-based implementation research (DBIR) project, focused on the co-design and implementation of an orchestration tool for teaching assistants (TAs) in required engineering classes. Building on our collaboration with the engineering department, we identified a need for a tool that provides insight into groups to help TAs intervene in realtime. This paper presents two phases of our iterative co-design process. The first phase includes the initial design of the tool from design workshops with TAs. The second phase focuses on a 16-week implementation of the orchestration tool and reports on interviews with TAs to understand how they …


Coding By Choice: A Transitional Analysis Of Social Participation Patterns And Programming Contributions In The Online Scratch Community, Deborah A. Fields, Yasmin B. Kafai, Michael T. Giang Feb 2016

Coding By Choice: A Transitional Analysis Of Social Participation Patterns And Programming Contributions In The Online Scratch Community, Deborah A. Fields, Yasmin B. Kafai, Michael T. Giang

Instructional Technology and Learning Sciences Faculty Publications

While massive online communities have drawn the attention of researchers and educators on their potential to support active collaborative work, knowledge sharing, and user-generated content, few studies examine participation in these communities at scale. The little research that does exist attends almost solely to adults rather than communities to support youths’ learning and identity development. In this chapter, we tackle two challenges related to understanding social practices that support learning in massive social networking forums where users engage in design. We examined a youth programmer community, called Scratch.mit.edu, that garners the voluntary participation of millions of young people worldwide. We …


Quantified Recess: Design Of An Activity For Elementary Students Involving Analyses Of Their Own Movement Data, Victor R. Lee, Joel R. Drake Jul 2013

Quantified Recess: Design Of An Activity For Elementary Students Involving Analyses Of Their Own Movement Data, Victor R. Lee, Joel R. Drake

Instructional Technology and Learning Sciences Faculty Publications

Recess is often a time for children in school to engage recreationally in physically demanding and highly interactive activities with their peers. This paper describes a design effort to encourage fifth-grade students to examine sensitivities associated with different measures of center by having them analyze activities during recess using over the course of a week using Fitbit activity trackers and TinkerPlots data visualization software. We describe the activity structure some observed student behaviors during the activity. We also provide a descriptive account, based on video records and transcripts, of two students who engaged thoughtfully with their recess data and developed …


Collaborative Strategic Board Games As A Site For Distributed Computational Thinking, Matthew Berland, Victor R. Lee Apr 2011

Collaborative Strategic Board Games As A Site For Distributed Computational Thinking, Matthew Berland, Victor R. Lee

Instructional Technology and Learning Sciences Faculty Publications

This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative – that is, a game requires that players work in joint pursuit of a shared goal – the computational thinking is easily observed as distributed across several participants. This raises the possibility that a focus on such board games are profitable for those who wish to understand computational thinking and learning in situ. This paper introduces a coding scheme, applies it to the recorded discourse of three groups of game players, and provides qualitative …