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Learning Together: Three Studies in Elementary Computing Education- [electronic resource]
Learning Together: Three Studies in Elementary Computing Education - [electronic resource]
Learning Together: Three Studies in Elementary Computing Education- [electronic resource]

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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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■24510▼aLearning  Together:  Three  Studies  in  Elementary  Computing  Education▼h[electronic  resource]
■260    ▼a[S.l.]:▼bHarvard  University.  ▼c2023
■260  1▼aAnn  Arbor  :▼bProQuest  Dissertations  &  Theses,  ▼c2023
■300    ▼a1  online  resource(180  p.)
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  84-12,  Section:  B.
■500    ▼aAdvisor:  Brennan,  Karen.
■5021  ▼aThesis  (Ph.D.)--Harvard  University,  2023.
■506    ▼aThis  item  must  not  be  sold  to  any  third  party  vendors.
■520    ▼aIn  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.
■590    ▼aSchool  code:  0084.
■650  4▼aEducational  technology.
■650  4▼aCurriculum  development.
■650  4▼aComputer  science.
■653    ▼aCollaborative  design
■653    ▼aComputer  science  education
■653    ▼aCreative  computing
■653    ▼aDesign-based  research
■653    ▼aK-12
■653    ▼aLearning  sciences
■690    ▼a0710
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■690    ▼a0984
■71020▼aHarvard  University▼bEducation.
■7730  ▼tDissertations  Abstracts  International▼g84-12B.
■773    ▼tDissertation  Abstract  International
■790    ▼a0084
■791    ▼aPh.D.
■792    ▼a2023
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T16932224▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.
■980    ▼a202402▼f2024

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