Included here, are the publications from joining Ph.D. from January 2021 in Educational Technology domain only.
What We Talk About When We Talk About K-12 Computing Education
Abstract: K-12 computing education research is a rapidly growing field of research, both driven by and driving the implementation of computing as a school and extra-curricular subject globally. In the context of discipline-based education research, it is a new and emerging f ield, drawing on areas such as mathematics and science education research for inspiration and theoretical bases. The urgency around investigating effective teaching and learning in computing in school alongside broadening participation has led to much of the field being focused on empirical research. Less attention has been paid to the underlying philosophical assumptions informing the discipline, which might include a critical examination of the rationale for K-12 computing education, its goals and perspectives, and associated inherent values and beliefs. In this working group, we conducted an analysis of the implicit and hidden values, perspectives and goals underpinning computing education at school in order to shed light on the question of what we are talking about when we talk about K-12 computing education. To do this we used a multi-faceted approach to identify implicit rationales for K-12 computing education and examine what these might mean for the implemented curriculum. Methods used include both traditional and natural language processing techniques for examining relevant literature, alongside an examination of the theoretical literature relating to education theory. As a result we identified four traditions for K-12 computing education: algorithmic, design-making, scientific and societal. From this we have developed a framework for the exemplification of these traditions, alongside several potential use cases. We suggest that while this work may provoke some discussion and debate, it will help researchers and others to identify and express the rationales they draw on with respect to computing education.
_____________________________________________________________________________________________________________________________________________________________
Poster paper accepted at CompEd 2023, presenting on 9th December 2023!
Title: AuthentiCT: Making CT Authentic to Learners
Abstract:
Novice learners initiating Computational Thinking (CT) face challenges of complexity and have a longer learning curve to understand the interfaces and their usage. The problems to solve in an introductory CS lesson are seldom situated in the learners' familiar contexts. In order to make CT authentic to learners, the environment AuthentiCT has been designed with activities rooted in learners' everyday tasks so that CT skills become meaningful and familiar to acquire and practice. A study conducted with 16 middle-schoolers performing AuthentiCT activities showed that learners found CT relevant and applied problem solving in similar contexts in their day-to-day lives.
_____________________________________________________________________________________________________________________________________________________________
International Conference on Computers in Education (ICCE) 2022 (Link to Proceedings)
S. Satavlekar, S. Mishra, S. Iyer, “Multiple Solution Pathways of Learners’ Embodied Problem-solving Processes in Designing Authentic Computational Tasks"
Abstract:
When undergraduate students engage with computational thinking (CT) activities that are authentic to them, it adds not only meaning to their problem-solving actions but also a variation to their strategies and mechanisms applied during problem-solving, termed here as learners’ embodied processes. Through the perspective of designing for embodied cognition, maintaining such possibilities for variation in solution pathways could be the key to making problem-solving authentic to the learners. Using the 4E cognition narratives of two undergraduate Arts learner’s pathways in solving computational tasks in an authentic setting, we speculate that such multiple solution pathways need to be evaluated in pilot studies for the density of significant actions during problem-solving to prioritize the actions that show spaces which require the design of embodied scaffolds.
_____________________________________________________________________________________________________________________________________________________________
International Conference on Computers in Education (ICCE) 2021 (Link to proceedings)
S. Satavlekar, S. Mishra, A. Raina, S. Iyer, “Programming-RIO: Initiating Individuals into Computational Thinking using Real-world IoT Objects”
Abstract:
The paper aims at developing a better understanding of how interactions with the platforms like IFTTT or Alexa Routines that help in configuring complex if-then-else behaviors of real-world Internet-of-Things Objects (RIO) can help in supporting students’ learning of computational thinking (CT). We call these platforms “Programing-RIO platforms”. We aim at devising pedagogies around these platforms and the IoT devices to introduce CT to the novice students. With the broader research objective of exploring the impact of Programming-RIO on participants’ problem solving with computational tools, our specific research objective is to explore participants’ computational problem-solving process when they design automation solutions using IoT objects in the real world, using platforms like IFTTT, Google Home app, and Alexa app. Embodied narratives of computational thinking illustrated by the learner’s entangled actions and thought processes during the pilot study have been presented in an effort to initiate the learners into computational thinking.
In the past, unraveling learner interaction data in TELE was a challenge. However, the advent of LA has helped in uncovering latent information in log data to scaffold learning. This paper focuses on learner interaction in VeriSIM, a TELE, to teach software design diagrams. The learners' performance in the system is used to categorize them into three groups, namely, "full scorers", "partial scorers", and "give uppers". Our analysis found that the full scorers spend a significantly higher duration per action than the give-uppers in an introductory challenge presented in the learning environment. Further analysis unravels the strategies used by consistent and inconsistent learners, and it was observed that the learner interaction strategies evolve with increasing difficulty levels as they navigate through the challenges.