June Ahn

Citations of DRK-12 or Related Work (DRK-12 work is denoted by *)
  • Ahn, J., Campos, F., Hays, M., & DiGiacomo, D. (2019). Designing in context: Reaching beyond usability in learning analytics dashboard design. Journal of Learning Analytics, 6(2), 70-85.*
  • Santo, R., DeLyser, L., Ahn, J., Pellicone, A., Aguiar, J. & Wortel-London, S. (2019). Equity in the Who, How and What of Computer Science Education: K12 School District Conceptualizations of Equity in ‘CS for All’ Initiatives. The 4th international conference on Research in Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT).      
  • Ahn, J., Clegg, T., Yip, J., Bonsignore, E., Pauw, D., Cabrera, L., Hernly, K., Pitt, C., Mills, K., Salazar, A., Griffing, D., Rick, J., & Marr, R. (2018). Science Everywhere: Designing public, tangible displays to connect youth learning across settings. In Proceedings of the 36th Annual ACM Conference on Human Factors in Computing Systems – CHI 2018. New York, NY: ACM.  
  • Mills, K., Bonsignore, E., Clegg, T., Ahn, J., Yip, J., Pauw, D., Cabrera, L., Hernly, K., & Pitt, C. (2018). Designing to illuminate children’s scientific funds of knowledge through social media sharing. In Proceedings of the 17th Conference for Interaction Design and Children – IDC 2018. New York, NY: ACM.
University of California, Irvine (UC Irvine)

The goal of this project is to improve the implementation of rigorous instructional materials in middle-grades mathematics at scale through a system of practical measures and routines for collecting and using data that both assesses and supports implementation.

University of California, Irvine (UC Irvine)

This project aims to create and test an innovative educational approach for bringing STEM learning experiences to underserved youth. It will co-create and study an outdoor robotic-augmented playground called the “Smart Playground” and a corresponding series of classroom lessons. The Smart Playground will be co-designed with Latinx families and educators to engage children in developing computational thinking skills and learning about robotics in a physical environment using a culturally sustaining approach. Research and evaluation will examine whether exposure to the Smart Playground and corresponding classroom activities have an impact on the development of computational thinking in young children.