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Engaging middle school teachers and students with alice in a diverse set of subjects

Published: 04 March 2009 Publication History

Abstract

This paper describes the integration of the Alice 3D virtual worlds environment into a diverse set of subjects in middle school, including the development of tutorials, example worlds and lesson plans. In the summer of 2008 our experiences with middle school teachers included three-weeks of training in Alice and guidance in the development of lesson plans. Our experiences with middle school students involved two one-week summer camps of instruction in Alice. We found both the teachers and the students strongly engaged with Alice. The teachers created lesson plans with Alice worlds to interactively teach a topic and other lesson plans in which students build an Alice world on a particular topic either from scratch or using a template world. The students in the Alice camps had both instruction in Alice and free time to develop Alice worlds of their choice. We found that the students used a large variety of basic Alice concepts and computer science concepts in the worlds they built in their free time.

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cover image ACM Conferences
SIGCSE '09: Proceedings of the 40th ACM technical symposium on Computer science education
March 2009
612 pages
ISBN:9781605581835
DOI:10.1145/1508865
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 04 March 2009

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Author Tags

  1. alice
  2. introductory computer science
  3. k-12 education
  4. middle school
  5. under-represented groups
  6. virtual worlds

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Cited By

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  • (2023)The impact of TikTok videos in creative designs of house plans in civil technology’s practical assessment tasksINSANIA : Jurnal Pemikiran Alternatif Kependidikan10.24090/insania.v28i1.788728:1(115-132)Online publication date: 30-Jun-2023
  • (2023)Using Foundational CS1 Curricula for Middle School & Early High School Computer Programming EducationProceedings of the 54th ACM Technical Symposium on Computer Science Education V. 110.1145/3545945.3569877(827-833)Online publication date: 2-Mar-2023
  • (2020)Gamified Stories in History ClassroomsProceedings of the 12th International Conference on Education Technology and Computers10.1145/3436756.3437024(76-81)Online publication date: 23-Oct-2020
  • (2020)Exploring Middle School Students' Reflections on the Infusion of CS into Science ClassroomsProceedings of the 51st ACM Technical Symposium on Computer Science Education10.1145/3328778.3366871(671-677)Online publication date: 26-Feb-2020
  • (2019)Development of a Lean Computational Thinking Abilities Assessment for Middle Grades StudentsProceedings of the 50th ACM Technical Symposium on Computer Science Education10.1145/3287324.3287390(456-461)Online publication date: 22-Feb-2019
  • (2017)Changing a Generation’s Way of Thinking: Teaching Computational Thinking Through ProgrammingReview of Educational Research10.3102/003465431771009687:4(834-860)Online publication date: 23-May-2017
  • (2017)Motivating Teachers to Teach Computing in Middle School – A Case Study of a Physical Computing Taster Workshop for K-12 TeachersInternational Journal of Computer Science Education in Schools10.21585/ijcses.v1i4.171:4(35-49)Online publication date: 31-Oct-2017
  • (2016)Exploratory learning with AliceJournal of Computing Sciences in Colleges10.5555/2904127.290413031:4(21-27)Online publication date: 1-Apr-2016
  • (2016)Programming moves: Design and evaluation of applying embodied interaction in virtual environments to enhance computational thinking in middle school students2016 IEEE Virtual Reality (VR)10.1109/VR.2016.7504696(131-140)Online publication date: Mar-2016
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