Gaming/Virtual Environments

Exploring the Difficulties African-American Middle School Girls Face Enacting Computational Algorithmic Thinking over three Years while Designing Games for Social Change

Computational algorithmic thinking (CAT) is the ability to design, implement, and assess the implementation of algorithms to solve a range of problems. It involves identifying and understanding a problem, articulating an algorithm or set of algorithms in the form of a solution to the problem, implementing that solution in such a way that the solution solves the problem, and evaluating the solution based on some set of criteria.

Author/Presenter

Jakita O. Thomas

Yolanda Rankin

Rachelle Minor

Li Sun

Lead Organization(s)
Year
2017
Short Description

This article explores middle school girls' reflections about the difficulties they faced while using computational algorithmic thinking capabilities as they engaged in collaborative game design for social change. Authors focus on how these difficulties changed over the course of three years as well as new difficulties that emerged from year to year as girls become more expert game designers and computational algorithmic thinkers.

Understanding the Difficulties African-American Middle School Girls Face While Enacting Computational Algorithmic Thinking in the Context of Game Design

Computational algorithmic thinking (CAT) is the ability to design, implement, and assess the implementation of algorithms to solve a range of problems. It involves identifying and understanding a problem, articulating an algorithm or set of algorithms in the form of a solution to the problem, implementing that solution in such a way that it solves the problem, and evaluating the solution based on some set of criteria. CAT has roots in Mathematics, through problem solving and algorithmic thinking. CAT lies at the heart of Computer Science, which is defined as the study of algorithms.

Author/Presenter

Jakita O. Thomas

O. Carlette Odemwingie

Quimeka Saunders

Malika Watlerd

Lead Organization(s)
Year
2015
Short Description

This article introduces CAT as explored through the Supporting Computational Algorithmic Thinking (SCAT) project, an ongoing longitudinal between-subjects research project and enrichment program that guides African-American middle school girls (SCAT Scholars) through the iterative game design cycle resulting in a set of complex games around broad themes.

Game-Based Learning Assessments: Using Data from Digital Games to Understand Learning

STEM Categorization
Day
Thu

Discover how digital games can inform classroom teaching using data from innovative formative assessments from three different game-based projects.

Date/Time
-

This session aims to open up a conversation about of how games can be used for formative assessment and how data from digital games can inform classroom teaching.

Session Types

Data-Intensive Research in Education: New Opportunities for Making an Impact

STEM Categorization
Day
Thu

Join a facilitated discussion about the application of data science to education, drawing on a recent NSF-sponsored report. Participants share insights from DR K–12 projects.

Date/Time
-

The Computing Research Association’s report from an NSF-sponsored workshop describes seven next steps for data-intensive research in education:

Session Types

Constructing and Role-Playing Student Avatars in a Simulation of Teaching Algebra for Diverse Learners

From the perspectives of Graduate Research Assistants (GRAs), this study examines the design and implementation of a simulated teaching environment in Second Life (SL) for prospective teachers to teach algebra for diverse learners. Drawing upon the Learning-for-Use framework, the analyses provide evidence on the development of student avatars in construction and role-playing activities. The study reveals challenges, procedures, and suggestions for future simulations. This study also calls for research efforts toward preparing mathematics teachers for cultural diversity.

Author/Presenter

Tingting Ma

Irving A. Brown

Gerald Kulm

Trina J. Davis

Chance W. Lewis

G. Donald Allen

Lead Organization(s)
Year
2014
Short Description

This study examines the design and implementation of a simulated teaching environment in Second Life for prospective teachers.

The effectiveness of Reason Racer, a game designed to engage middle school students in scientific argumentation

Reason Racer is an online, rate-based, multiplayer game that applies specific game features in
order to engage middle school students in introductory knowledge of and thinking related to
scientific argumentation. Game features include rapid and competitive play, timed performance,
immediate feedback, and high rates of response across many game-play sessions and science
scenarios. The areas of argumentation addressed in the game include understanding a claim,
judging evidence about a claim based on type (fact, opinion) and quality, determining the

Author/Presenter

Marilyn Ault

Jana Craig-Hare

Bruce Frey

James D. Ellis

Janis Bulgren

Lead Organization(s)
Year
2015

How games can engage students and improve learning

Ault, M., (2014). How games can engage students and improve learning. eSchool News: Daily Tech News & Innovation. Retrieved from www.eschoolnews.com/2014/06/06/games-engage-students-241/

Author/Presenter

Marilyn Ault

Lead Organization(s)
Year
2014
Short Description

Understanding how games create a sense of flow and engagement can help teachers make better choices about their instructional use of games.

SmartGraphs: Algebra

The Concord Consortium has developed 19 Smartgraphs: Algebra coveractivities for teaching and learning algebra that are available online or as an app for iPad or Android tablet computers. These activities—which cover a variety of algebra topics, from linear equations to transformations of functions—help students develop skills creating and using algebraic functions and graphs to solve problems.

Author/Presenter

The Concord Consortium

Lead Organization(s)
Year
2014
Short Description

The Concord Consortium has developed 19 activities for teaching and learning algebra that are available online or as an app for iPad or Android tablet computers. These activities—which cover a variety of algebra topics, from linear equations to transformations of functions—help students develop skills creating and using algebraic functions and graphs to solve problems. Hints and scaffolds support learners who need help.

Using Immersive Virtual Worlds to Support Learning of Ecosystems Science and Complex Causality

Day
Wed

This session seeks feedback on hands-on experiences for learning causal dynamics through collaborative inquiry activities in an immersive virtual ecosystem, including exploring potential opportunities for expanding the curriculum.

Date/Time
-
2014 Session Types
Feedback Session (Work in Post-development)

EcoMUVE (ecomuve.gse.harvard.edu) is a middle school science curriculum in which students explore an immersive virtual ecosystem and learn its causal dynamics through collaborative inquiry activities. In one experience, students explore a virtual pond and its biodiversity, traveling in time to see changes over the course of a virtual summer. They discover a fish kill and are tasked with figuring out why it happened. In another experience, students explore population dynamics and predator-prey relationships over 50 years in a virtual forest.