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35
MOOSE Crossing: Construction, Community, and Learning in a Networked Virtual World for Kids
, 1997
"... In research about the Internet, too much attention is paid to its ability to provide access to information. This thesis argues that the Internet can be used not just as a conduit for information, but as a context for learning through community-supported collaborative construction. A "constructionist ..."
Abstract
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Cited by 79 (9 self)
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In research about the Internet, too much attention is paid to its ability to provide access to information. This thesis argues that the Internet can be used not just as a conduit for information, but as a context for learning through community-supported collaborative construction. A "constructionist" approach to use of the Internet makes particularly good use of its educational potential. The Internet provides opportunities to move beyond the creation of constructionist tools and activities to the creation of "constructionist cultures." These issues are explored through a specific example: MOOSE Crossing, a text-based virtual world (or "MUD") designed to be a constructionist learning environment for children ages 8 to 13. On MOOSE Crossing, children have constructed a virtual world together, making new places, objects, and creatures. Kids have made baby penguins that respond differently to five kinds of food, fortune tellers who predict the future, and the place at the end of the rainbow--- answer a riddle, and you get the pot of gold. This thesis discusses the design principles underlying a new programming language (MOOSE) and client interface (MacMOOSE) designed to make it easier for children to learn to program on MOOSE Crossing. It presents a detailed analysis, using an ethnographic methodology, of children's activities and learning experiences on MOOSE Crossing, with special focus on seven children who participated in a weekly after-school program from October 1995 through February 1997. In its analysis of children's activities, this thesis explores the relationship between construction and community. It describes how the MOOSE Crossing children motivated and supported one another's learning experiences: community provided support for learning through design and...
Beyond black boxes: Bringing transparency and aesthetics back to scientific investigation
- JOURNAL OF THE LEARNING SCIENCES
, 2000
"... We present a set of case studies in which students create, customize, and personalize their own scientific instruments – and thus become engaged in scientific inquiry not only through observing and measuring but also through designing and building. While computational technologies have, in general, ..."
Abstract
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Cited by 57 (12 self)
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We present a set of case studies in which students create, customize, and personalize their own scientific instruments – and thus become engaged in scientific inquiry not only through observing and measuring but also through designing and building. While computational technologies have, in general, contributed to making today’s scientific instruments more “opaque ” (that is, less understandable) and less aesthetically-pleasing than their predecessors, we argue that these same technologies can be used to bring back a sense of transparency and aesthetics to the design of scientific instruments. We analyze how students, by building their own scientific instruments, can: pursue a broader range of scientific investigations of their own choosing, feel a stronger sense of personal investment in their scientific investigations, and develop deeper critical capacities in evaluating scientific measurements and knowledge.
Software-Realized Scaffolding to Facilitate Programming for Science Learning
, 1995
"... this paper, I present: . Definitions of scaffolding and software-realized scaffolding; . A description of Emile as an instance of a computer-based learning environment designed to provide software-realized scaffolding; . The setting for the evaluation of Emile, data collected, and analysis methods u ..."
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Cited by 52 (5 self)
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this paper, I present: . Definitions of scaffolding and software-realized scaffolding; . A description of Emile as an instance of a computer-based learning environment designed to provide software-realized scaffolding; . The setting for the evaluation of Emile, data collected, and analysis methods used; and . The results, discussion, and my conclusions.
Computers for communication, not calculation: media as a motivation and context for learning
- in Proceedings of the 37th Annual Hawaii International Conference on System Sciences, IEEE Computer Society
"... As the skills that constitute literacy evolve to accommodate digital media, computer science education finds itself in a sorry state. While students are more in need of computational skills than ever, computer science suffers dramatically low retention rates and a declining percentage of women and m ..."
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Cited by 16 (6 self)
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As the skills that constitute literacy evolve to accommodate digital media, computer science education finds itself in a sorry state. While students are more in need of computational skills than ever, computer science suffers dramatically low retention rates and a declining percentage of women and minorities. Studies of the problem point to the overemphasis in computer science classes on abstraction over application, technical details instead of usability, and the stereotypical view of programmers as loners lacking creativity. In spring 2003, Georgia Institute of Technology trialed a new course, Introduction to Media Computation, which teaches programming and computation in the context of
Motivation and nonmajors in computer science: Identifying discrete audiences for introductory courses
- IEEE Transactions on Education
, 2005
"... 1 Abstract — Traditional introductory computer science (CS) courses have had little ..."
Abstract
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Cited by 14 (7 self)
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1 Abstract — Traditional introductory computer science (CS) courses have had little
Programming with Agents: New metaphors for thinking about computation
, 1996
"... Computer programming environments for learning should make it easy to create worlds of responsive and autonomous objects, such as video games or simulations of animal behavior. But building such worlds remains difficult, partly because the models and metaphors underlying traditional programming lang ..."
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Cited by 13 (0 self)
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Computer programming environments for learning should make it easy to create worlds of responsive and autonomous objects, such as video games or simulations of animal behavior. But building such worlds remains difficult, partly because the models and metaphors underlying traditional programming languages are not particularly suited to the task. This dissertation investigates new metaphors, environments, and languages that make possible new ways to create programs -- and, more broadly, new ways to think about programs. In particular, it introduces the idea of programming with "agents" as a means to help people create worlds involving responsive, interacting objects. In this context, an agent is a simple mechanism intended to be understood through anthropomorphic metaphors and endowed with certain lifelike properties such as autonomy, purposefulness, and emotional state. Complex behavior is achieved by combining simple agents into more complex structures. While the agent metaphor enables...
Identity construction environments: Developing personal and moral values through the design of a virtual city
- The Journal of the Learning Sciences
, 2001
"... We live in a society where concepts of self, community and "what is right and wrong " are constantly changing. This makes it particularly challenging for young people to construct a sense of self and to identify their most cherished values. Therefore, there is an amounting pressure in scho ..."
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Cited by 11 (2 self)
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We live in a society where concepts of self, community and "what is right and wrong " are constantly changing. This makes it particularly challenging for young people to construct a sense of self and to identify their most cherished values. Therefore, there is an amounting pressure in schools and society to create learning environments to explore these issues. Two research questions are at the heart of the work presented in this paper: What kind of learning environment will afford opportunities for young people to naturally engage in reflection and discussion about issues of identity, in particular personal and moral values? And, how can technologies have an impact on character and moral education? I propose identity construction environments as technological tools purposefully designed with the goal of supporting young people in the exploration of these issues. I first describe the design principles that distinguish these environments from other learning technologies. I also specify the learning experiences they do afford _ namely the understanding of identity as a complex construction composed by different elements, including personal and moral values. Then I present the conceptual foundations and implementation of the Zora identity
Visual Algorithm Simulation
, 2003
"... Understanding data structures and algorithms, both of which are abstract concepts, is an integral part of software engineering and elementary computer science education. However, people usually have difficulty in understanding abstract concepts and processes such as procedural encoding of algorithms ..."
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Cited by 11 (6 self)
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Understanding data structures and algorithms, both of which are abstract concepts, is an integral part of software engineering and elementary computer science education. However, people usually have difficulty in understanding abstract concepts and processes such as procedural encoding of algorithms and data structures. One way to improve their understanding is to provide visualizations to make the abstract concepts more concrete. This thesis presents the design, implementation and evaluation for the Matrix application framework that occupies a unique niche between the following two domains. In the first domain, called algorithm animation, abstractions of the behavior of fundamental computer program operations are visualized. In the second domain, called algorithm simulation, the framework for exploring and understanding algorithms and data structures is exhibited. First, an overview and theoretical basis for the application framework is presented. Second, the different roles are defined and examined for realizing the idea of algorithm
Computer as Paintbrush: Technology, Play, and the Creative Society
- Golikoff & K. Hirsh-Pasek (Eds.), Play = Learning: How
, 2006
"... To be published in: ..."
Interconnected Musical Networks – Bringing Expression and Thoughtfulness to Collaborative Music Making
- Massachusetts Institute of Technology Media Laboratory
, 2003
"... Music today is more ubiquitous, accessible, and democratized than ever. Thanks to technologies such as high-end home studios, audio compression, and digital distribution, music now surrounds us in everyday life, almost every piece of music is a few minutes of download away, and almost any western mu ..."
Abstract
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Cited by 8 (2 self)
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Music today is more ubiquitous, accessible, and democratized than ever. Thanks to technologies such as high-end home studios, audio compression, and digital distribution, music now surrounds us in everyday life, almost every piece of music is a few minutes of download away, and almost any western musician, novice or expert, can compose, perform and distribute their music directly to their listeners from their home studios. But at the same time these technologies lead to some concerning social effects on the culture of consuming and creating music. Although music is available for more people, in more locations, and for longer periods of time, most listeners experience it in an incidental, unengaged, or utilitarian manner. On the creation side, home studios promote private and isolated practice of music making where hardly any musical instruments or even musicians are needed, and where the value of live

