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PhD Proposal by Michael J. Johnson

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Title: Exploring the Affordances of Physical and Digital Design in Computer Science Education

Date: Tuesday, November 29th

Time: 3pm - 5pm EST

Location: In-Person: TSRB 222, Virtual: Zoom Link (Meeting Code: 969 3595 0299)

 

Michael J. Johnson

Ph.D. Computer Science

School of Interactive Computing

Georgia Institute of Technology

 

Committee:

Dr. Betsy DiSalvo (Advisor) - School of Interactive Computing, Georgia Institute of Technology

Dr. Jessica Roberts- School of Interactive Computing, Georgia Institute of Technology

Dr. Judith Uchidiuno - School of Interactive Computing, Georgia Institute of Technology

Dr. Kayla DesPortes - Steinhardt School of Culture, Education, and Human Development, New York University

Dr. Mark Guzdial - Electrical Engineering and Computer Science Department, University of Michigan

 

Abstract:

Physical computing is a growing field of computer science education as more and more educators and researchers uncover its applicability and uses. The promise of tangible artifacts providing an immersive educational experience is both exciting and rewarding and has led to significant contributions to learning theory through construction, problem-solving, and multimodal learning. Likewise, numerous screen-based computing environments remain in popular use today and provide a multitude of mediums through which learners may engage in computational thinking (e.g., video games and music making). This brings forth the question: how does learning computer science differ between the modalities of physical and screen-based computing?

 

The work presented in this proposal explores the nature of physical computing and screen-based computing activities to uncover the benefits of each, while also making note of their shortcomings that may hinder learning. I posit that the comparison of digital and physical design in CS learning interventions will yield key information on how each modality can be most effectively applied to curriculum design. I explore this idea within two learning environments for high school students: BridgeUP STEM and CWP 2.0. My aim for this work is to contribute an understanding of the affordances and drawbacks of physical and screen-based computing and to propose methods of improving learning through each modality with knowledge of the other.

Status

  • Workflow Status:Published
  • Created By:Tatianna Richardson
  • Created:11/18/2022
  • Modified By:Tatianna Richardson
  • Modified:11/18/2022

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