Technology

STEAM-Based Interventions in Computer Science: Understanding Feedback Loops in the Classroom

Many organizations are seeking to address the need for greater numbers of computer scientists in the US, and in particular, more women and underrepresented minorities. It is not uncommon to develop curriculum that relies heavily on cutting edge technology and computing tools designed to make computing more compelling. Many curriculum developers are seeking to promote creativity as a part of computing, and often do so using STEAM (science, technology, engineering, arts, and mathematics) based interventions where the arts play a prominent role in the classroom.

Author/Presenter

Roxanne Moore

Michael Helms

Michael Helms

Year
2017
Short Description

In this paper, authors present the causal loop diagrams developed to explain the relationships between the actors and attributes involved in implementing EarSketch in a particular school setting. The diagram allows us to better make decisions that ensure both an engaging but also effective STEAM-based computing curriculum.

Turn-Taking and Chatting in Collaborative Music Live Coding

Co-located collaborative live coding is a potential approach to network music and to the music improvisation practice known as live coding. A common strategy to support communication between live coders and the audience is the use of a chat window. However, paying attention to simultaneous multi-user actions, such as chat texts and code, can be too demanding to follow. In this paper, we explore collaborative music live coding (CMLC) using the live coding environment and pedagogical tool EarSketch.

Author/Presenter

Anna Xambó

Pratik Shah

Gerard Roma

Jason Freeman

Brian Magerko

Year
2017
Short Description

In this paper, authors explore collaborative music live coding (CMLC) using the live coding environment and pedagogical tool EarSketch. In particular, we examine the use of turn-taking and a customized chat window inspired by the practice of pair programming, a team-based strategy to efficiently solving computational problems.

Authenticity and Personal Creativity: How EarSketch Affects Student Persistence

McKlin, T., Magerko, B., Lee, T., Wanzer, D., Edwards, D., & Freeman, J. (2018). Authenticity and personal creativity: How EarSketch affects student persistence. In Proceedings of the 49th ACM Technical Symposium on Computer Science Education (SIGCSE 2018). New York, NY: ACM Publications.

Author/Presenter

Tom McKlin

Brian Magerko

Taneisha Lee

Dana Wanzer

Doug Edwards

Jason Freeman

Year
2018
Short Description

This conference paper explains how EarSketch affects student persistence.

Learning With EarSketch

EarSketch is a STEAM learning intervention that combines a programming environment and API for Python and JavaScript, a digital audio workstation, an audio loop library, and a standards-aligned curriculum to teach introductory computer science together with music technology and composition. The creation of EarSketch was driven by three primary motivations: broadening participation in computing, increasing access to music technology education, and evangelizing music-making with technology.
Author/Presenter

Jason Freeman

Brian Magerko

Doug Edwards

Morgan Miller

Shelly Engelman

Roxanne Moore

Anna Xambó

Tom McKlin

Year
2017
Short Description

This article features EarSketch -a STEAM learning intervention that combines a programming environment and API for Python and JavaScript, a digital audio workstation, an audio loop library, and a standards-aligned curriculum to teach introductory computer science together with music technology and composition.