CS-NYCE: An Ecological Approach to Understanding the Rollout of Student-Centered Computer Science Education in New York City
New York City is currently beginning the largest rollout of computer science education in the history of the United States, and one of the largest scaled rollouts of a new academic subject for American public high school students in decades. NYC is incredibly diverse; some estimates suggest that the borough of Queens in the single most pluralistic large city in the history of humanity, with hundreds of nationalities, hundreds of languages, and a remarkable range of SES attending public school together. The “Computer Science for All” (CS4All) initiative provides an incredible opportunity to evaluate the affordances and impact of K-12 CS curricula and pedagogies in highly diverse settings at a scale rarely possible.
In CS-NYCE (NSF #1645700) PIs Matthew Berland, Nathan Holbert, Betsy DiSalvo, and Mike Tissenbaum are studying imminent, core questions around the design and implementation of CS curricula in diverse NYC communities. Having real research findings on when, how, why, and what kind of initial deployments are working for underserved students will, we believe, change that conversation to be more equitable for the hundreds of thousands of students affected in NYC, and, with the new announcement of CS4All by Pres. Obama, around the USA.
Bots for Tots
In recent years projects designed to give children experiences building computationally embedded toys, games, and clothing using high tech equipment such as 3D printers, laser cutters, conductive paints and threads, and microcontrollers have gained momentum among researchers, educators, and parents. However there is a great danger that the gender imbalance and lack of diversity found in existing high tech communities will be replicated in this emerging maker movement. Rather than focuses maker activities around perceived gender and cultural norms we aim to explore the affordances of activities and community structures that tap into alternate mental dispositions and ways of knowing to broaden participation and interest in maker activities. Drawing on literature from the feminist tradition and research around engineering service learning we explore the design and implementation of maker activities that provide opportunities for makers to connect with and help younger members of their immediate community. For more information and results from this work, see our recent publications!
Reimagining Game Design
Is it possible to design a video game that will fit into youth gaming culture, yet implicitly teach valued science content? This is certainly an ambition and challenging question, however the potential benefit of success necessitates action and requires a reimagining of educational games design. In this project I explore, create, and assess design principles that can be integrated into the design of popular commercial video games enabling players to connect intuitive experiences of encountered science content developed from interactions with the game, to real world and formally-taught instances of the science content. While this work has implications for exploring a variety of different STEM topics via video games, two domains are used as test-cases: kinematics and the particulate nature of matter--domains that have been shown to be difficult to learn in formal settings. Explored designs were targeted for children ages 8-13 and were used in informal play environments.
FormulaT Racing is a prototype racing video game designed to encourage children to connect their intuitive understanding of motion to formal physics representations and real world instances of kinematics. Designed to be a constructionist environment, FormulaT Racing provides players with embodied tools that allow them to use their intuitive sense of speed to construct new representations of motion as they race a car around a track.
Published research on FormulaT Racing can be found on the Publications page.
Particles! is a prototype platformer game designed to help players connect atomic-level structures to macroscopic physical properties of matter. While playing like a traditional platformer game--where players jump from platform to platform to reach a locational goal--Particles! is different in that players construct and modify the level as they move through it. This is done by building molecular structures in the “atomizer” that can then be used to create new blocks with various physical properties (such as bounciness or slipperiness) or to remove or alter blocks that make up the game world.
Published research on Particles! can be found on the Publications page.