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Integrating Scratch Programming as a Tool for Assessment in K-12 Curriculum Presented by Leslie Daniels & Dr. Bobby Jeanpierre Reimagine Rethink Remix Share Reimagine ... – PowerPoint PPT presentation

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Title: Presented by Leslie Daniels


1
Presented by Leslie Daniels Dr. Bobby Jeanpierre
Integrating Scratch Programming as a Tool for
Assessment in K-12 Curriculum
2
Analysis
  • Needs Analysis
  • Declining interest in the field of computer
    science
  • Drop of 60 in enrollment between 2000-2004
  • Compounded by attrition rates 35 50

3
Analysis
  • Needs Analysis
  • Growth of computing and technology fields
  • In spite of outsourcing, offshoring
  • Educational focus
  • prepare students for work in a global economy
  • Creativity and innovation key skills for global
    economy

4
Analysis
  • Representation of women in field at a historic
    low
  • Equity issues
  • Lack of role models

5
Analysis
  • Opportunities to test ideas in K-12 curriculum
    are limited.
  • Constructivism can foster higher order thinking
  • Creativity and innovation
  • Torrance measure of creativity declining
  • Effect of focus on assessment

6
Analysis
  • Creativity Crisis
  • Kyung Hee Kim- College of William Mary
  • Analyzed 300,000 Torrance scores of children and
    adults
  • Creativity scores rising until 1990
  • Since 1990, creativity scores have consistently
    inched downward
  • Most serious for children K-6

7
Analysis
  • Creativity Crisis
  • Good news- Creativity can be taught!
  • Teachers may use Scratch to facilitate students
    imagining, creating, playing, sharing and
    reflecting

8
Analysis
  • Target Audience
  • Math and science teachers
  • Primarily middle school, some high school
  • Central Florida school districts
  • Mix of novice and seasoned teachers 50 each
  • 2 MS science teachers
  • Remaining math teacher 2 HS
  • Half teaching out of field

9
Analysis
  • Target Audience Characteristics
  • 3 white males, 8 white females, 1 black female
  • 3 students over the age of 40
  • Most 25 35

10
Analysis
  • Learning Environment
  • Conference room
  • Met once week 15 weeks
  • 3 hour sessions
  • Computer Limits
  • Screen resolution 1024 x 768 (16 bit)
  • Windows 2000 or higher
  • 6 laptop computers

11
Analysis
  • Goals and Objectives
  • Teaching with technology opposed to from
  • Fostering creativity and innovation
  • Using technology to engage students
  • Raising awareness of challenges of teaching in an
    urban context
  • Expanding perceptions of computing

12
Design
Creative Thinking Spiral Scratch Programming
Inquiry Model
13
Design
  • Rationale for the use of Scratch
  • Constructivist learning
  • Drag and drop design
  • Collaborative
  • Support

14
Design
  • Instructional Strategy
  • Forms of Assessment
  • Digital storytelling
  • Animation
  • Gaming
  • Simulation
  • Lab Practicals
  • Hands on practice
  • Instructional video

15
Design
  • Course design
  • Seminar format
  • Focus on urban science and math teaching
  • Action research based
  • Extensive review of literature
  • Learning, teaching, or assessment
  • New component infusion of technology
  • Scratch pilot

16
Development
17
Development
  • Jing constructed videos
  • Shared on screencast.com
  • Available anytime, anywhere, at any pace
  • Handout
  • SIGSCE
  • Hands on activity

18
Development
  • Course development
  • Textbook examples
  • Research literature
  • Action research template
  • Pre, mid, post survey
  • assessing comfort level
  • progress
  • Course assessment
  • choice and flexiblity

19
Implementation
20
Implementation
  • Course offered UCF Spring term
  • Masters level 3 hour credit
  • Monday night 6 PM to 9PM

21
Implementation
  • Reviewed Jing videos in class
  • Learnscratch.org
  • Scratch website
  • Scratch project library
  • Sharing with peers
  • Hands on 8 block activity
  • Demonstration of Scratchboard

22
Implementation
  • Midterm presentations of use of Scratch
  • Reflection of personal learning experience and
    utility with students
  • Final presentations of action research
  • Choice of Scratch or other technology application
  • Scratch as an assessment tool was infused
    throughout the course

23
Evaluation
24
Evaluation
  • Preassessment
  • Limited to no experience with programming
  • Creativity mostly defined in relation to choice
    of processes and products.
  • Unclear about role teachers play in illuminating
    opportunities in CS field
  • STEM initiative fails to consider CS

25
Evaluation
  • Midterm survey
  • Teachers did not appear to be using the videos
  • Teachers expressed a desire for more hands on
    guidance
  • Variance in seeing at this point the value of
    using Scratch in their curriculum

26
Evaluation
  • Post assessment
  • All see benefits of infusing technology into the
    curriculum
  • Identified Scratch to be engaging for students
  • Time, schedule and lack of confidence in teaching
    Scratch seen a limiters. (Control issues)

27
Evaluation
  • Post assessment continued
  • Scratch valued as an assessment tool.
  • Scratch an excellent tool for fostering
    creativity
  • Role in expanding students perceptions of the
    field of computer science still unrecognized.

28
Evaluation
  • Post assessment continued
  • Teacher professional development
  • Suggestion for additional hands on with guidance

29
Evaluation
  • Trends resulting from the use of Scratch
  • Teacher transformation
  • Ability of some students to learn
  • Learning was evidenced in all levels
  • gifted, regular and special needs.

30
Evaluation
  • Future Applications
  • Development of Instruction module
  • Introduction to Scratch Programming
  • ScratchEd
  • Future research
  • Examine how secondary math and science teachers
    integrate Scratch into the curriculum

31
  • References
  • Aspray, W. Mayadas, F.. And Vardi. M.(2006).
    Globalization and Offshoring of Software A
    Report of the ACM Job Migration Task Force. ACM
  • www.acm.org/globalizationreport.
  • Bronson, Po, Merryman, Ashley. The creativity
    crisis. Newsweek, July 10, 2010.
  • http//www.newsweek.com/2010/07/10/the-creativity-
    crisis.html
  • Denning, P. McGettrick, A. (2005) Re-center
    computer science. Communications of the ACM,
    48(11), 15-19.
  • Fountain, J. (2000) Constructing the information
    society women, information technology and
    design. Technology in Society, 22, 45-62.

32
  • Email contact
  • Leslie Daniels leslie_daniels_at_scps.k12.fl.us
  • Dr. Bobby Jeanpierre bjeanpie_at_mail.ucf.edu
  • Albert Einstein said, Imagination is more
    important than Knowledge. We agree!
  • http//dropio/MITPresentations

33
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