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Innovating computer science education at the high school level through technology-enhanced PBL

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In this presentation we describe various features and scaffolds embedded in a Computer Science high school course that is supported by an online learning environment. To develop this course we …

In this presentation we describe various features and scaffolds embedded in a Computer Science high school course that is supported by an online learning environment. To develop this course we followed a design-based research approach with problem-based learning as our underlying pedagogy. In collaboration with computer scientists, Computer Science teachers, and instructional designers, we sought to re-envision Computer Science instruction while creating an innovation that is flexible enough to adapt to local contexts without losing its essence.

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  • design/writing process and procedures – objectives > SME form > instructional designeractivating prior knowledgemultimedia richbig is beautifulsupport skills and knowledgeCreative commons images via Photopin.comYouTube/Vimeoacquired via blogs, partnerships, ourselvesoriginal videos - anchor videos, demonstrations, walkthroughsproblems w/ firewalls and bandwidthvernacularEmbeds and external linksfacilitate learner controlprovide interactivity (when possible)Example content page from: https://onramps.instructure.com/courses/723227/wiki/hardware-and-softwareImage from:http://www.flickr.com/photos/carrierdetect/6919791956/
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    • 1. Thriving in our Digital WorldInnovating computer science education atthe high school level through technology- enhanced PBLGeorge Veletsianos, PhD Calvin Lin, PhD Gregory Russell Bradley Beth Learning Technologies Computer Science
    • 2. Summary
    • 3. The state of Computer Science in High School
    • 4. CS Principles
    • 5. Course overviewDual enrollment(CS for non-majors) PBLGoals Diversity
    • 6. Problem-based learning modelKrajcik and Blumenfeld (2006)• learners are presented with a driving question or challenge,• develop a tangible end-product to address the question/challenge,• engage in authentic activities,• collaborate with others & work in groups,• use technology to engage in otherwise impossible activities.• teacher scaffolds
    • 7. Course Design
    • 8. Module example: Computers
    • 9. Technology scaffolds
    • 10. Common scaffolds learning management system collaborative administrative tools tools content management
    • 11. Content pages
    • 12. External resourcesopen-source tools e.g. Audacity e.g. Gimpcontentspecificapplets e.g. audio sampling e.g. binary finger counting
    • 13. Custom-built scaffolds
    • 14. Online narrative: Conspiracy Theory
    • 15. e.g. Where’s Waldo computing? Computers are no longer relegated to the desktop. They are ubiquitous (everywhere). The image above is a random snapshot taken by photographer Donald Peterson of a busy New York City street. Can you locate 6 instances of computing in the image above?
    • 16. e.g. CS Calendar
    • 17. Ongoing research and development 3-year project Year 1: Design & Development (D&D)Year 2: D&D, implementation, evaluation, redesign Year 3: Evaluation
    • 18. Thank you Questions & comments: veletsianos @ utexas.edu grussell @ utexas.edu Course and materials are openly available at: http://tinyurl.com/engagewithcs

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