Engaging youth in STEM and computer science through Hip Hop and community engagement.
The project aims to engage youth from groups underrepresented in STEM and computing by producing a model learning environment that emphasizes the ubiquity of computing and computational making practices that already exist in young people's lives. It also aims to expand the practices and skills of the youth in those areas while also simultaneously recognizing youth's multiple socio-ecological resources for learning and identity building in ways that do not silo disciplinary and everyday learning.
The proposed project will produce three main outcomes:
principles and research findings for culturally sustaining pedagogies in computer science and STEM,
out-of-school time learning in computational making practices,
assessments that align with culturally sustaining learning environments in computational making.