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  <title><![CDATA[PhD Defense by Michael Johnson]]></title>
  <body><![CDATA[<p><strong>Title:</strong>&nbsp;Exploring Computing Tools by Modality and Materiality</p>

<p><strong>Date:</strong>&nbsp;Wednesday, May 1st</p>

<p><strong>Time: </strong>1pm&nbsp;- 3pm EST</p>

<p><strong>Location: </strong>In-Person: TSRB - IC Café (formerly GVU Café), Virtual: <a href="https://gatech.zoom.us/j/97074812501" target="_blank" title="https://gatech.zoom.us/j/97074812501">Zoom Link</a>&nbsp;(Meeting Code: 970 7481 2501)</p>

<p>&nbsp;</p>

<p><strong>Michael J. Johnson</strong></p>

<p>Ph.D. Computer Science Candidate</p>

<p>School of Interactive Computing</p>

<p>Georgia Institute of Technology</p>

<p>&nbsp;</p>

<p><strong>Committee:</strong></p>

<p>Dr. Betsy DiSalvo (Advisor) - School of Interactive Computing, Georgia Institute of Technology</p>

<p>Dr. Jessica Roberts- School of Interactive Computing, Georgia Institute of Technology</p>

<p>Dr. Judith Uchidiuno&nbsp;- School of Interactive Computing, Georgia Institute of Technology</p>

<p>Dr. Kayla DesPortes - Steinhardt School of Culture, Education, and Human Development, New York University</p>

<p>Dr. Mark Guzdial - Electrical Engineering and Computer Science Department, University of Michigan</p>

<p>&nbsp;</p>

<p><strong>Abstract:</strong></p>

<p>Designing innovative methods for introducing computer science to young populations remains a prominent area of CS education research.&nbsp;Educators must harmoniously&nbsp;shape the curriculum, materials, classroom environment, and more to provide an engaging and meaningful learning experience.&nbsp;One important consideration is the choice of computing tools students will interact with.&nbsp;Computing tools are materials designed to support learners in exploring computer science and developing CS expertise.&nbsp;These tools range from online code-learning platforms to maker programs to tangible devices, and can even include non-computing materials. When an educator selects computing tools for students to work with, such as a video, a game, crafting materials, a computer, or even a pencil and paper, they influence the outcomes of how students learn, retain, and are evaluated on computational principles. How those influences occur depends upon a tool's <strong>modality</strong>—how the user interacts with the tool—and <strong>materiality</strong>—the material properties of the tool.</p>

<p>Computing tools have the potential for many diverse interactions brought by their modalities and materialities, yet CS education research has given little consideration to these differences when assessing if a tool is useful in developing learners' CS expertise. The work presented in this defense explores using computing tools in two informal learning environments for high school students: BridgeUP STEM and CWP 2.0. I theorize that isolating and comparing these properties will yield key information on how each tool mediates relationships between learners, their objectives, and other actors in the learning environment. A deeper understanding of these relationships will contribute to more effective uses of computing tools in CS education.</p>

<p>&nbsp;</p>
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