TY - GEN
T1 - Leveraging visual programming language and collaborative learning to broaden participation in computer science
AU - Rahman, Farzana
N1 - Publisher Copyright:
© 2018 Association for Computing Machinery.
PY - 2018/9/14
Y1 - 2018/9/14
N2 - Engaging underrepresented populations of women and minorities in Computer Science (CS) represents our greatest untapped resource for increasing the STEM workforce. In recent years, tremendous efforts have been geared towards developing learning materials to increase the interest of underrepresented students in CS. More recently, CS education researchers are beginning to recognize the need to apply the learning sciences to develop age- and grade-appropriate curricula and pedagogies for developing computing competencies among children. One effective approach to build learning competencies among young underrepresented students is through Collaborative Learning, which is an educational approach that involves groups of learners working together to solve a problem or create a product. Our goal, in this paper, is to report our experiences on designing and delivering a curriculum that teaches programming to middle school students using App Inventor through collaborative learning. Our curriculum is developed on the hypothesis that visual programming environment, in this case, App Inventor, present an alternative way of learning programming, which in the collaborative learning environment can enhance programming competencies and interests in underrepresented students. In this experience report, we will describe how we implemented this curriculum as a block course; present our lessons learned, and few findings from the evaluation.
AB - Engaging underrepresented populations of women and minorities in Computer Science (CS) represents our greatest untapped resource for increasing the STEM workforce. In recent years, tremendous efforts have been geared towards developing learning materials to increase the interest of underrepresented students in CS. More recently, CS education researchers are beginning to recognize the need to apply the learning sciences to develop age- and grade-appropriate curricula and pedagogies for developing computing competencies among children. One effective approach to build learning competencies among young underrepresented students is through Collaborative Learning, which is an educational approach that involves groups of learners working together to solve a problem or create a product. Our goal, in this paper, is to report our experiences on designing and delivering a curriculum that teaches programming to middle school students using App Inventor through collaborative learning. Our curriculum is developed on the hypothesis that visual programming environment, in this case, App Inventor, present an alternative way of learning programming, which in the collaborative learning environment can enhance programming competencies and interests in underrepresented students. In this experience report, we will describe how we implemented this curriculum as a block course; present our lessons learned, and few findings from the evaluation.
KW - AppInventor
KW - Collaborative learning
KW - Programming fundamentals
KW - Visual programming language
UR - http://www.scopus.com/inward/record.url?scp=85058169384&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85058169384&partnerID=8YFLogxK
U2 - 10.1145/3241815.3242586
DO - 10.1145/3241815.3242586
M3 - Conference contribution
AN - SCOPUS:85058169384
T3 - SIGITE 2018 - Proceedings of the 19th Annual SIG Conference on Information Technology Education
SP - 172
EP - 177
BT - SIGITE 2018 - Proceedings of the 19th Annual SIG Conference on Information Technology Education
PB - Association for Computing Machinery, Inc
T2 - 19th Annual Conference on Information Technology Education, SIGITE 2018
Y2 - 3 October 2018 through 6 October 2018
ER -