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Cultivating Interest and Competencies in Computing: Authentic Experiences and Design Factors [Pehme köide]

  • Formaat: Paperback / softback, 214 pages, kõrgus x laius: 229x152 mm
  • Ilmumisaeg: 01-May-2021
  • Kirjastus: National Academies Press
  • ISBN-10: 0309682150
  • ISBN-13: 9780309682152
Teised raamatud teemal:
  • Formaat: Paperback / softback, 214 pages, kõrgus x laius: 229x152 mm
  • Ilmumisaeg: 01-May-2021
  • Kirjastus: National Academies Press
  • ISBN-10: 0309682150
  • ISBN-13: 9780309682152
Teised raamatud teemal:
Computing in some form touches nearly every aspect of day to day life and is reflected in the ubiquitous use of cell phones, the expansion of automation into many industries, and the vast amounts of data that are routinely gathered about people's health, education, and buying habits. Computing is now a part of nearly every occupation, not only those in the technology industry. Given the ubiquity of computing in both personal and professional life, there are increasing calls for all learners to participate in learning experiences related to computing including more formal experiences offered in schools, opportunities in youth development programs and after-school clubs, or self-initiated hands-on experiences at home. At the same time, the lack of diversity in the computing workforce and in programs that engage learners in computing is well-documented.



It is important to consider how to increase access and design experiences for a wide range of learners. Authentic experiences in STEM - that is, experiences that reflect professional practice and also connect learners to real-world problems that they care about - are one possible approach for reaching a broader range of learners. These experiences can be designed for learners of all ages and implemented in a wide range of settings. However, the role they play in developing youths' interests, capacities, and productive learning identities for computing is unclear. There is a need to better understand the role of authentic STEM experiences in supporting the development of interests, competencies, and skills related to computing.



Cultivating Interest and Competencies in Computing examines the evidence on learning and teaching using authentic, open-ended pedagogical approaches and learning experiences for children and youth in grades K-12 in both formal and informal settings. This report gives particular attention to approaches and experiences that promote the success of children and youth from groups that are typically underrepresented in computing fields. Cultivating Interest and Competencies in Computing provides guidance for educators and facilitators, program designers, and other key stakeholders on how to support learners as they engage in authentic learning experiences.

Table of Contents



Front Matter Summary 1 Introduction 2 Barriers and Supports for Learners in Computing 3 How Learning Happens in Authentic Experiences for Computing 4 Authentic Experiences for Computing: Reviewing the Impact 5 Learning Spaces Outside of School Time 6 Computing Experiences in Schools 7 Designing Authentic Experiences for Computing 8 Conclusions, Recommendations, and Research Agenda References Appendix A: Search Strategy and Data Coding Appendix B: Committee and Staff Biographies
Summary 1(6)
1 Introduction
7(12)
Charge to the Committee
13(1)
Study Approach
14(2)
Report Organization
16(3)
2 Barriers and Supports For Learners In Computing
19(14)
Representation in and Access to Computing
20(1)
Social and Cultural Barriers Impacting Participation
21(9)
Role of Authentic Experiences
30(2)
Summary
32(1)
3 How Learning Happens In Authentic Experiences For Computing
33(18)
Framework for Learning and Development in Context
34(2)
Interests and Competencies in Computing
36(3)
Social and Cultural Influences on Authentic Learning
39(6)
Learning Over Time and Across Experiences: An Ecosystems Approach
45(3)
Summary
48(3)
4 Authentic Experiences For Computing: Reviewing the Impact
51(20)
Cognitive Outcomes
52(6)
Affective Outcomes
58(8)
Behavioral Outcomes
66(4)
Summary
70(1)
5 Learning Spaces Outside of School Time
71(28)
Access, Equity, and Cultural Norms
74(7)
Duration and Program Format
81(3)
Space and/or Facility Issues
84(2)
Learning Facilitators
86(5)
Measuring Outcomes
91(2)
Experiences That Cut Across Settings
93(4)
Summary
97(2)
6 Computing Experiences In Schools
99(22)
Overview of Computing in the K-12 Curriculum
100(3)
Computing in Elementary and Middle School
103(3)
Computing in High School
106(6)
Equity and Access in Computing in Schools
112(2)
Preparing Teacher for K--12 Computing Classrooms
114(5)
Summary
119(2)
7 Designing Authentic Experiences For Computing
121(28)
Why Design Matters
121(2)
Design Considerations
123(25)
Summary
148(1)
8 Conclusions, Recommendations, and Research Agenda
149(14)
Conclusions
150(6)
Recommendations
156(2)
Research Agenda
158(3)
Final Reflections
161(2)
References 163(36)
Appendixes
A Search Strategy and Data Coding 199(12)
B Committee and Staff Biographies 211