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Interactive Murals: New Opportunities for Collaborative STEAM Learning
CHI '24: Proceedings of the 2024 CHI Conference on Human Factors in Computing SystemsArticle No.: 655, Pages 1–19https://doi.org/10.1145/3613904.3641987This paper introduces interactive murals—artworks that combine longstanding traditions in community mural painting with ubiquitous computing—as new sites for collaborative STEAM learning. Using research-through-design and participatory design methods, we ...
- posterMarch 2024
Striking a Chord through a Mixed-Methods Study of Music-Based Learning to Leverage Music and Creativity to Bridge the Gender Gap in Computer Science
SIGCSE 2024: Proceedings of the 55th ACM Technical Symposium on Computer Science Education V. 2Pages 1694–1695https://doi.org/10.1145/3626253.3635612The persistent gender gap in technical fields, particularly in computer science (CS), remains a complex challenge. This paper draws upon recognized gender differences in aptitude, interest, and the educational environment. It builds upon established ...
- posterJuly 2022
The "Making at School" Project: Planning Interdisciplinary Activities
ITiCSE '22: Proceedings of the 27th ACM Conference on on Innovation and Technology in Computer Science Education Vol. 2Page 624https://doi.org/10.1145/3502717.3532150"Making" as a "do-it-yourself" and tinker mentality provides motivating and interdisciplinary ways to experiment and fosters transversal competences such as computational thinking skills. The joint innovation project "Making at School" (https://explore-...
- research-articleMarch 2021
Leveraging Prior Computing and Music Experience for Situational Interest Formation
SIGCSE '21: Proceedings of the 52nd ACM Technical Symposium on Computer Science EducationPages 928–933https://doi.org/10.1145/3408877.3432431Computer science educators often use multiple creative computing platforms to motivate and support students learning computer science. Arguably, we understand little about the complementary ways in which the various platforms build on students' prior ...
- short-paperNovember 2020
The Wisdom of the Gaming Crowd
CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in PlayPages 272–276https://doi.org/10.1145/3383668.3419915In this paper, we report on three projects in which we are applying natural language processing techniques to analyse video game reviews. We present our process, techniques, and progress for extracting and analysing player reviews from the gaming ...
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- short-paperNovember 2020
Virtual Reality Genres: Comparing Preferences in Immersive Experiences and Games
CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in PlayPages 237–241https://doi.org/10.1145/3383668.3419881Even though virtual reality (VR) shares features with video games, it offers a wider range of experiences. There is currently no cohesive classification for commercial VR offerings. As a first step to account for this deficiency, the work in progress ...
- abstractJune 2020
Coding and Music Creation in a Multi-Agent Environment
ITiCSE '20: Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science EducationPages 527–528https://doi.org/10.1145/3341525.3393993This paper reports on an extension of NetLogo designed to enable immediate, visual-based creation of multi-voice music at the level of notes, motifs, and phrases. The extension, NetMusic, uses the NetLogo interface as a visual sketchpad and configurable ...
- research-articleJune 2020
The Use of DJing Tasks as a Pedagogical Bridge to Learning Data Structures
ITiCSE '20: Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science EducationPages 193–197https://doi.org/10.1145/3341525.3387427Computing is a field that needs to make more strides to have workforce that matches the racial and ethnic diversity found in the population of the United States. The author of the study aims to address this problem, by using course materials that ...
- posterFebruary 2020
Computational Thinking in Music: A Data-Driven General Education STEAM Course
SIGCSE '20: Proceedings of the 51st ACM Technical Symposium on Computer Science EducationPage 1312https://doi.org/10.1145/3328778.3372597This poster outlines the design and results of a course entitled "Computational Thinking in Music." The course teaches computational thinking principles as a general education objective to undergraduate students, using data-driven investigation to ...
- research-articleFebruary 2020
A preliminary network analysis on steam game tags: another way of understanding game genres
AcademicMindtrek '20: Proceedings of the 23rd International Conference on Academic MindtrekPages 65–73https://doi.org/10.1145/3377290.3377300Video game genre classification has long been a focusing perspective in game studies domain. Despite the commonly acknowledged usefulness of genre classification, scholars in the game studies domain are yet to reach consensus on the game genre ...
- abstractOctober 2019
the Quest: An Escape Room Inspired Interactive Museum Exhibition
CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended AbstractsPages 81–86https://doi.org/10.1145/3341215.3356987In this project, we report on designing an interactive museum exhibit in a technology museum, inspired by escape room game mechanics and technology. The project aims to create a deeper more immersed engagement with and interest in the exhibition, and ...
- research-articleJuly 2019
Accounting for Pedagogical Content Knowledge in a Theory of Change Analysis
- Tom McKlin,
- Taneisha Lee,
- Dana Wanzer,
- Brian Magerko,
- Doug Edwards,
- Sabrina Grossman,
- Emily Bryans,
- Jason Freeman
ICER '19: Proceedings of the 2019 ACM Conference on International Computing Education ResearchPages 157–165https://doi.org/10.1145/3291279.3339412Educators have long claimed that pedagogical content knowledge (PCK), ways of presenting a subject that make it comprehensible to others, is a critical element of student academic success. This paper presents an exploratory study finding that PCK ...
- posterJuly 2019
Exploring the Correlation Between Teacher Pedagogical Content Knowledge and Content Knowledge in Computer Science Classrooms
- Tom McKlin,
- Taneisha Lee,
- Dana Wanzer,
- Brian Magerko,
- Doug Edwards,
- Sabrina Grossman,
- Emily Bryans,
- Jason Freeman
ITiCSE '19: Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science EducationPage 315https://doi.org/10.1145/3304221.3325556Educators have long claimed that pedagogical content knowledge (PCK), ways of presenting a subject that make it comprehensible to others, is a critical element of student academic success. This poster presents findings from a preliminary study of ...
- abstractMay 2019
MakerArcade: Using Gaming and Physical Computing for Playful Making, Learning, and Creativity
CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: LBW0174, Pages 1–6https://doi.org/10.1145/3290607.3312809The growing maker movement has created a number of hardware and construction toolkits that lower the barriers of entry into programming for youth and others, using a variety of approaches, such as gaming or robotics. For constructionist-like kits that ...
- abstractFebruary 2019
Using Music to Foster Engagement in Introductory Computing Courses
SIGCSE '19: Proceedings of the 50th ACM Technical Symposium on Computer Science EducationPage 1278https://doi.org/10.1145/3287324.3293855The importance of imaginative assignments and innovative curriculum design in computer science (CS) education has been researched for some time now. In this poster, the authors discuss an interdisciplinary K12 informal education course called ...
- research-articleFebruary 2019
Implementing EarSketch: Connecting Classroom Implementation to Student Outcomes
SIGCSE '19: Proceedings of the 50th ACM Technical Symposium on Computer Science EducationPages 634–640https://doi.org/10.1145/3287324.3287379The expansion of computer science into more classrooms invites researchers and evaluators to shift their focus from predominantly measuring student-level factors to measuring both student- and classroom-level variables. Research presented in this ...
- courseJune 2018
How To Create A STEAM Installation
FabLearn Europe'18: Proceedings of the Conference on Creativity and Making in EducationPages 118–119https://doi.org/10.1145/3213818.3213845How To Create A STEAM Installation is a workshop for creative teachers which offers an impact experience, seeking to inspire and motivate the participants to use the possibilities of digital fabrication, coding and makers philosophy to treat any aspect ...
- abstractMay 2018
An empirical study of early access games on the steam platform
ICSE '18: Proceedings of the 40th International Conference on Software EngineeringPage 480https://doi.org/10.1145/3180155.3182512"Early access" is a release strategy for software that allows consumers to purchase an unfinished version of the software. In turn, consumers can influence the software development process by giving developers early feedback. This early access model has ...
- research-articleApril 2018
Chibitronics in the Wild: Engaging New Communities in Creating Technology with Paper Electronics
CHI '18: Proceedings of the 2018 CHI Conference on Human Factors in Computing SystemsPaper No.: 252, Pages 1–11https://doi.org/10.1145/3173574.3173826We share a study on the public adoption the Chibitronics circuit sticker toolkit, an open source, commercially available hardware toolkit for learning and creating electronics on paper. We examine sales data over a two-and-a-half-year period from ...
- research-articleMarch 2018
Screenprinting and TEI: Supporting Engagement with STEAM through DIY Fabrication of Smart Materials
TEI '18: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied InteractionPages 211–220https://doi.org/10.1145/3173225.3173253This paper focuses on manual screenprinting as a DIY fabrication technique for embedding interactive behavior onto a rage of substrates such as paper, fabric, plastic, wood, or vinyl. We frame screenprinting as a process that operates at the ...