What are GANs?: Introducing Generative Adversarial Networks to Middle School Students Authors Safinah Ali

Publications

Applications of Generative Machine Learning techniques such as Generative Adversarial Networks (GANs) are used to generate new instances of images, music, text, and videos. While GANs have now become commonplace on social media, a part of children’s lives, and have considerable ethical implications, existing K-12 AI education curricula do not include generative AI. We present a new module, “What are GANs?”, that teaches middle school students how GANs work and how they can create media using GANs. We developed an online, team-based game to simulate how GANs work. Students also interacted with

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A Typology of Models for Integrating Computational Thinking in Science (CT+S)

Publications

In order to expand opportunities to learn computer science (CS), there is a growing push for inclusion of CS concepts and practices, such as computational thinking (CT), in required subjects like science. Integrated, transdisciplinary (CS/CT+X) approaches have shown promise for broadening access to CS and CT learning opportunities, addressing potential self-selection bias associated with elective CS coursework and afterschool programs, and promoting a more expansive and authentic contextualization of CS work. Emerging research also points to pedagogical strategies that can transcend simply

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Engaging Black Female Students in a Year-Long Preparatory Experience for AP CS Principles

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In 2020, over 116,000 students took the Advanced Placement Computer Science Principles (AP CSP) Exam. Although Black female students have participated in AP CSP at higher rates than for the AP CSA course, their representation is still disproportionately lower than the school population of Black females. In this Experience Report, we present the early results of an NSF-sponsored effort that provides an AP CSP preparatory experience and CS career awareness to Black female students from rural, urban, and suburban communities in the state of Alabama.At the project's core is a peer-learning

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An Immersive Environment for Embodied Code

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The increasing sophistication and availability of Augmented and Virtual Reality (AR/VR) technologies wield the potential to transform how we teach and learn computational concepts and coding. This project develops a platform for creative coding in virtual and augmented reality. The Embodied Coding Environment (ECE) is a flow-based visual coding system designed to increase physical engagement with programming and lower the barrier to entry for novice programmers. It is conceptualized as a merged digital/physical workspace where spatial representation of code, the visual outputs of the code, and

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Telerobots for informal learning in schools

Publications

In the pre-pandemic world, it was estimated that 2.5 million children in the US were restricted to their homes due to medical risk. Sadly, in the COVID-19 (C-19) world and post C-19 world this number is expected to be much larger. As communities and schools return to in-person gatherings, many children will not be able to return to in-person school either due to their own health risks or the health risks of a family member. Awareness of this global reality highlights the urgent need to explore the use of inclusive technologies beyond the static screens of Zoom and online schools. As in-person

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Leveraging the U.S. Army JROTC Program to Increase the STEM Workforce Pipeline

Publications

The JROTC program was established in 1916 and is a jointly funded program between the federal government and local school districts. The program’s goals include reducing the high school drop-out rate, improving school attendance and academic achievement, and preparing young people for careers in the military. With more than 500,000 participating students, JROTC is the largest youth training and development program in the United States. The character development education offered by the JROTC program is especially effective with at-risk youth and the program has higher-than average

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Scratch Encore: The Design and Pilot of a Culturally-Relevant Intermediate Scratch Curriculum

Publications

While several introductory computer science curricula exist for children in K-8, there are few options that go beyond sequence, loops, and basic conditionals. The goal of this project is to not only fill this gap with a high-quality curriculum supported by complete instructional materials, but to also do so with an equity-balanced curriculum. That is, a curriculum that values advancing equity equally with student learning outcomes. In this paper, we intro- duce barriers to equity in public school classrooms, pedagogical approaches to culturally-relevant curricula, and how our Scratch Encore

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Assessing the Effects of a Robotics Workshop with Draw-a-Robot Test

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Our modern technological age is witnessing the pervasive impact of technology on healthcare, transportation, education, commerce, and entertainment. Thus, there is great demand for a well-prepared STEM workforce. To address this need for a tech-savvy workforce, government, corporate, and education sectors are all focused on creating and offering innovative teaching, learning, and training opportunities for students at all levels. In this vein, our team has designed and conducted a summer robotics workshop to increase the robotics knowledge and technical and entrepreneurial skills of

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Use of a Design Canvas in a Robotics Workshop and Analysis of its Efficacy (Fundamental)

Publications

Advances in science and technology are shaping every aspect of our lives including education, work, healthcare, transportation, commerce, and entertainment. This societal transformation has created an increasing demand for a workforce well-trained in science, technology, engineering and mathematics (STEM) fields and representative of societal diversity. To meet this demand, the K-12 educational environment is witnessing a growing focus on engaging and exposing all students to advance technologies. However, creating technologically rich educational environments requires preparing teachers to

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The Formation and Dynamics of Teacher Roles in a Teacher-Student Groupwork during a Robotic Project

Publications

Over the last decade, with the ever-increasing demand of STEM majors for the job market and the introduction of Next Generation Science Standards, the need for introducing and integrating engineering practices within the K-12 curriculum has risen. Accordingly, professional development (PD) programs have been seeking to prepare teachers for incorporating various engineering practices into their curriculum. Several research studies have examined the effectiveness of PD programs by evaluating teacher knowledge, self-efficacy, and student learning outcomes about engineering practices. However

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