Since I teach computer science at the high school level and my current focus is on building the CS program and expanding the programming course offerings at our school, the artifacts that I created tended to revolve around that theme.
I am currently teaching myself how to program in multiple languages such as Python, C, and JavaScript so that I can better instruct my students. I have found over the years that my lessons will be much more applicable and impactful if I have worked through all of the assignments myself prior to teaching so that I can hopefully foresee potential points of confusion and/or places where I can link what we are doing in class to the students' real lives now and into the future.
My current area of focus is JavaScript game design. I have found that game design and implementation is a great entry point for gettings students excited about the possibilities of computer science and it is also a great way to teach and practice computational thinking skills. Since JavaScript is the backbone of the web, the skills that students learn have a high degree of transferability.
The artifacts that follow fall into two main categories: Theory and Classroom Practices.
Theory
I composed this piece at the very beginning of my graduate studies. It is a brief analysis of various theories of learning and somewhat of a position statement on how I think learning takes place. Pattern recognition is ubiquitous in mathematics and in computer science and my contention is that it is the foundation of learning itself. In this piece I demonstrate my writing abilities and skills of analysis.
Transfer of learning, which is applying the lessons learned in one situation to another situation, is the litmus test as to whether a particular training endeavor has been successful or has been an expensive waste of time. In my investigation, the preponderance of evidence points to solid instruction and teaching for an understanding of the principles that underlay a particular skill or set of knowledge as the reasons why transfer takes place. Technology is a tool, and a game-changing one at that, if it is used as a support to solid curriculum and effective teaching. It is not, however, a replacement for these things.
This analysis has special relevance for me because of my contention that video games are an excellent teaching tool and the skills gained in their creation will transfer to other domains.
Transfer by Nick Youngson is licensed under CC BY-SA 3.0.
To the Greek philosopher Aristotle is attributed the quote: “The roots of education are bitter, but the fruits are sweet” (Brainyquote, n.d.). Becoming an educated, productive, and successful citizen was not easy in the 4th century B.C. and it remains a challenge into the 21st century. Why is this? Because it is only through a consistent application of genuine effort that any of this is attained. Yet, then as now, the effect of all of that hard work is a "sweet" life, a fulfilled life.
I strongly believe in promoting a well-rounded person who not only is intelligent and capable but who also has the soft skills and emotional strength so needed in today's world.
Bust of Aristotle, Roman copy after a Greek bronze original by Lysippos. Image is in the public domain.
Since all knowledge is seemingly readily available at the end of our fingertips, in the future economy, the spoils will not go to the people who know the most but to those who are able to ask the right questions.
In this artifact, I again demonstrate my writing and analysis abilities.
"Artificial Intelligence" by geralt is used under a Pixabay license.
Classroom Practices
Throughout my life, I have enjoyed teaching myself new things. When I set myself to design the curriculum for our level 1 programming class, I really liked the approach of Prof. David Malan at Harvard University in his CS50 class.
While most recent teachers have moved toward making learning to program easier by using languages like Scratch or Python, Malan pushes students to the difficult task of understanding "how" to program by anchoring his class in the C programming language while still scaffolding the students' learning by linking syntax in C to things the students have previously seen in Scratch.
In this artifact, I demonstrate my organization and structuring abilities and also some of my philosophy of instruction.
"Hello, World!" by Kevin Streeter is in the public domain.
Since the pandemic, my classes have been purposely hybrid in design. Due to the number of students missing class for extended periods because of quarantine, I totally revamped how I conducted the class and how the students interacted with the lesson materials.
In this artifact, I took the opportunity to examine my online presentation of lessons to my students.
"Website Woman" by keenthemes is licensed under Pixabay.
This is one area in which I have really grown in comfort through my experiences in my classes. I have pretty much always been aware of copyrights and have taken pains to cite my sources, but I learned how to cite elements correctly and I learned the ins and outs of the Fair Use doctrine.
This artifact was a fun exploration into media creation.
"Copyrights" by Feng Yu iis licensed under an Adobe Stock Standard License.
My topic of study is the stereotypes of those in the CS field that tend to reduce female interest and participation. I teach high school computer science so this topic has a personal connection for me. I really want to grow the computer science program at our school and I want girls to feel welcome in CS and excited about the opportunities open for them.
Although this is a philosophical piece, it has caused me to totally redesign my classroom decorations and refine my presentation in order to make CS more attractive.
"Nerd Word Cloud" by ibreakstock is licensed under Pixabay.