2019
DOI: 10.1080/10494820.2019.1674883
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Engaging youth in computational thinking practices through designing place-based mobile games about local issues

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Cited by 24 publications
(21 citation statements)
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“…Ten of the studies used qualitative methods only, 11 studies used a combination of qualitative and quantitative methods, with only four studies using exclusively quantitative methods and having sample sizes of more than 300 students. Articles were related to STEM with some focusing on mathematics (Althauser and Harter, 2016;Walkington and Bernacki, 2019), science (Buck et al, 2016;Francis et al, 2016;Leonard et al, 2016;Rahmawati and Koul, 2016;Gates, 2017;Zimmerman and Weible, 2017;Fűz, 2018;Bølling et al, 2019;Flanagan et al, 2019;Herman et al, 2019;Iversen and Jónsdóttir, 2019;Kermish-Allen et al, 2019;Kinslow et al, 2019;McClain and Zimmerman, 2019;Zimmerman et al, 2019;Littrell et al, 2020a;Littrell et al, 2020b;Land et al, 2020), technology (Litts et al, 2020), and general community issues with links to STEM pedagogy (Donnison and Marshman, 2018;Ritter et al, 2019;Kim et al, 2020). While most studies approached localized learning by taking students to community and environmental contexts outside of the classroom, other studies connected students with experts and their communities through the internet (Kermish-Allen et al, 2019) or brought the outside world into classrooms through virtual reality (Ritter et al, 2019;Boda and Brown, 2020).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Ten of the studies used qualitative methods only, 11 studies used a combination of qualitative and quantitative methods, with only four studies using exclusively quantitative methods and having sample sizes of more than 300 students. Articles were related to STEM with some focusing on mathematics (Althauser and Harter, 2016;Walkington and Bernacki, 2019), science (Buck et al, 2016;Francis et al, 2016;Leonard et al, 2016;Rahmawati and Koul, 2016;Gates, 2017;Zimmerman and Weible, 2017;Fűz, 2018;Bølling et al, 2019;Flanagan et al, 2019;Herman et al, 2019;Iversen and Jónsdóttir, 2019;Kermish-Allen et al, 2019;Kinslow et al, 2019;McClain and Zimmerman, 2019;Zimmerman et al, 2019;Littrell et al, 2020a;Littrell et al, 2020b;Land et al, 2020), technology (Litts et al, 2020), and general community issues with links to STEM pedagogy (Donnison and Marshman, 2018;Ritter et al, 2019;Kim et al, 2020). While most studies approached localized learning by taking students to community and environmental contexts outside of the classroom, other studies connected students with experts and their communities through the internet (Kermish-Allen et al, 2019) or brought the outside world into classrooms through virtual reality (Ritter et al, 2019;Boda and Brown, 2020).…”
Section: Resultsmentioning
confidence: 99%
“…Many of the programs supported the development of students' socio-scientific reasoning skills and scientific literacy competencies (Kinslow et al, 2019). In many of the studies students worked in teams in undertaking community-based STEM projects (Francis et al, 2016;Rahmawati and Koul, 2016;Zimmerman and Weible, 2017;Donnison and Marshman, 2018;Flanagan et al, 2019;Litts et al, 2020). Team work enabled students to develop their ability to collaborate and work in productive team settings and to develop negotiation and shared responsibility (Francis et al, 2016;Rahmawati and Koul, 2016;Zimmerman and Weible, 2017;Donnison and Marshman, 2018;Flanagan et al, 2019).…”
Section: Development Of Students' Transferable Skillsmentioning
confidence: 99%
“…[A7] Neste trabalho, [Litts, Lewis e Mortensen 2019] investigam que aspectos do pensamento computacional jovens aprendem desenvolvendo jogos para celular em suas comunidades. No estudo conduzido em uma cidade rural dos Estados Unidos, após a realização de seis workshops de duas horas cada, os participantes deveriam desenvolver jogos para celular baseados em localização para compartilhar experiências sobre questões ambientais ou cotidianas, através da utilização da plataforma de programação Augmented Reality and Interactive Storytelling (ARIS).…”
Section: Resultsunclassified
“…For example, in contrast to generic block‐based metaphor that uses color‐coded puzzle pieces, ARIS translates traditional computer science principles such as variables, conditional logic and flow control through narrative metaphors of “characters,” “events” and “scene transitions.” Furthermore, ARIS also allows youth to program with HTML or JavaScript as they become more comfortable with coding. We have explored elsewhere how this computational design process engaged youth with community (Litts, Lewis, & Mortensen, 2020; Searle, Casort, Litts, & Benson, 2017), but in this piece we address the cultural responsiveness of the computational tool itself, especially in regard to how it supports and/or inhibits the use of storytelling as a cultural practice.…”
Section: Methodsmentioning
confidence: 99%