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Learning Together: Three Studies in Elementary Computing Education- [electronic resource]
Learning Together: Three Studies in Elementary Computing Education - [electronic resource]
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Learning Together: Three Studies in Elementary Computing Education- [electronic resource]
자료유형  
 학위논문파일 국외
최종처리일시  
20240214100430
ISBN  
9798379611408
DDC  
371
저자명  
Haduong, Paulina.
서명/저자  
Learning Together: Three Studies in Elementary Computing Education - [electronic resource]
발행사항  
[S.l.]: : Harvard University., 2023
발행사항  
Ann Arbor : : ProQuest Dissertations & Theses,, 2023
형태사항  
1 online resource(180 p.)
주기사항  
Source: Dissertations Abstracts International, Volume: 84-12, Section: B.
주기사항  
Advisor: Brennan, Karen.
학위논문주기  
Thesis (Ph.D.)--Harvard University, 2023.
사용제한주기  
This item must not be sold to any third party vendors.
초록/해제  
요약In this dissertation, I explore how researchers, teachers, and students can learn together across various contexts in K-12 computing education. These explorations are situated within the development and implementation of the Getting Unstuck curriculum, a set of educative curriculum materials (Davis et al., 2017) designed for upper elementary classrooms engaging with Scratch, a widely available programming language and online community.The first paper, "Towards meaningful participation: Organizing co-design practices to support researcher-teacher collaboration," considers how co-design practices can support teachers' meaningful participation in the design of educative curriculum materials. Co-design partnerships between university researchers and classroom teachers can produce new designs that transform teaching and learning, but these partnerships are situated within an educational landscape that has historically privileged researcher expertise. This design case focuses on the co-design partnership between four elementary computing teachers and four university researchers which aimed to design the Getting Unstuck curriculum for upper elementary classrooms. I draw on sociocultural learning theories to consider the co-design practices, finding that these practices can surface design tensions around negotiating teachers' existing routines, teachers' present needs, researchers' external reform agenda, and designing for possible futures. I then offer four questions for facilitators to consider when organizing more equitable and inclusive co-design practices.The second paper, "'Creative, helpful, and collaborative': Learning in community in an online professional learning experience for CS K-12 teachers," focuses on teachers' experiences in Getting Unstuck 2020, a two-week online professional learning experience built around the newly developed educative curriculum materials. K-12 computing teachers, who are often isolated within their school and lack formal training in teaching computing, have reported a desire for more accessible professional learning opportunities. Online workshops, at scale, can support teachers in connecting with one another as they develop fluency with programming. From July 6-17, 2020, 292 participants made at least one Scratch project, shared their projects with others in a public studio, commented on others' projects, and reflected on what they made. Drawing on social network analysis and a mixed-methods analysis of participants' comments and projects, I share case studies of two returning teachers and two newcomer teachers with different participation patterns. This article contributes to broader conversations about how to design large-scale online professional learning experiences which can support the needs of both newer and more experienced teachers.The third paper, "Getting unstuck together: Creating personally authentic programming projects in a 4th grade classroom," focuses on the experiences of one classroom that participated in the pilot of the curriculum materials. Many teachers want students to develop greater agency in working on projects and helping their peers, but it can be difficult to support student agency and opportunities for students to grapple with uncertainty within dominant school cultures that position teachers as authority figures looking for a single right answer. I draw on classroom observation and interview methods to explore how this fourth-grade classroom experienced moments of learning together, as students created Scratch programming projects. I consider three types of learning activities-remixing projects and ideas; asking for help and helping others; and talking about projects during morning meetings-and how these activities can support students in connecting with one another. When we reimagine computing classrooms as creative computing design studios, we create opportunities to support teachers in developing their pedagogical content knowledge, support all students in thriving, and co-construct knowledge within communities. And when learners develop fluency with programming, they can see the world-which is often mediated by technology-not only as it is, but as it might be. I demonstrate what is possible when we involve teachers and students more closely in the design and implementation of computing education reforms, positioning teachers as expert designers in relation to researchers while also acknowledging and supporting their role as co-learners in computing classrooms. By closely examining the complexities of learner interactions, I aim to further understandings of how any of us, across backgrounds, identities, and goals, might learn together.
일반주제명  
Educational technology.
일반주제명  
Curriculum development.
일반주제명  
Computer science.
키워드  
Collaborative design
키워드  
Computer science education
키워드  
Creative computing
키워드  
Design-based research
키워드  
K-12
키워드  
Learning sciences
기타저자  
Harvard University Education
기본자료저록  
Dissertations Abstracts International. 84-12B.
기본자료저록  
Dissertation Abstract International
전자적 위치 및 접속  
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