Engaging Alternative High School Students Through the Design, Development, and Crafting of Computationally Enhanced Pets

Hybrid design technologies, a combination of physical crafting, construction or art, and computing, have the potential to broaden participation in computing by appealing to youth through existing interests and hobbies. Expanding participation in computing is important because computational thinking,...

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Main Author: DuMont, Maneksha Katrine
Format: Others
Published: DigitalCommons@USU 2014
Subjects:
Online Access:https://digitalcommons.usu.edu/etd/2079
https://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=3084&context=etd
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spelling ndltd-UTAHS-oai-digitalcommons.usu.edu-etd-30842019-10-13T05:48:29Z Engaging Alternative High School Students Through the Design, Development, and Crafting of Computationally Enhanced Pets DuMont, Maneksha Katrine Hybrid design technologies, a combination of physical crafting, construction or art, and computing, have the potential to broaden participation in computing by appealing to youth through existing interests and hobbies. Expanding participation in computing is important because computational thinking, for example debugging, is a set of skills fundamental for success in our society. Youth can participate in and gain exposure to multiple disciplines with various hybrid design technologies. Yet alternative high school students, those labeled failing and been moved from the conventional school to a facility that focuses on building adult skills and remediated instruction, are not often the beneficiaries of innovative learning environments. There is reason to believe that these students could benefit from a new way of learning with new hybrid technologies including learning about debugging, art and craft, technology design, and aspects of computer programming. This dissertation investigates whether a novel hybrid technology can provide alternative high school students with new forms of access to computation and encourage participation in debugging. This dissertation will serve as a multi-faceted report of one cycle of design, implementation, analysis, and refinement of a hybrid technology intervention with a diverse, oft ignored, and challenging population. In this project, students at an alternative high school worked to create interactive pets, similar to some commercially available, popular toys and then shared them with the community. The pets were virtual, existing on the computer screen, and tangible, existing in the physical world. Students worked predominantly by reusing and modifying existing programming code. In the end, there were a number of encouraging results, such as observed instances of high engagement, success in dealing with programming bugs, and the connections some students made to computing and mistake making. There were also some areas in which the design and implementation could be improved for future iterations, namely through refinement of the activities and technologies to encompass a wider range of student interests, a more concentrated effort to cultivate a nurturing community of designers, and a more consistent fostering of motivation for and understanding of the final product and its intended audience. 2014-05-01T07:00:00Z text application/pdf https://digitalcommons.usu.edu/etd/2079 https://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=3084&context=etd Copyright for this work is held by the author. Transmission or reproduction of materials protected by copyright beyond that allowed by fair use requires the written permission of the copyright owners. Works not in the public domain cannot be commercially exploited without permission of the copyright owner. Responsibility for any use rests exclusively with the user. For more information contact Andrew Wesolek (andrew.wesolek@usu.edu). All Graduate Theses and Dissertations DigitalCommons@USU High School Students hybrid Technology Education
collection NDLTD
format Others
sources NDLTD
topic High School
Students
hybrid
Technology
Education
spellingShingle High School
Students
hybrid
Technology
Education
DuMont, Maneksha Katrine
Engaging Alternative High School Students Through the Design, Development, and Crafting of Computationally Enhanced Pets
description Hybrid design technologies, a combination of physical crafting, construction or art, and computing, have the potential to broaden participation in computing by appealing to youth through existing interests and hobbies. Expanding participation in computing is important because computational thinking, for example debugging, is a set of skills fundamental for success in our society. Youth can participate in and gain exposure to multiple disciplines with various hybrid design technologies. Yet alternative high school students, those labeled failing and been moved from the conventional school to a facility that focuses on building adult skills and remediated instruction, are not often the beneficiaries of innovative learning environments. There is reason to believe that these students could benefit from a new way of learning with new hybrid technologies including learning about debugging, art and craft, technology design, and aspects of computer programming. This dissertation investigates whether a novel hybrid technology can provide alternative high school students with new forms of access to computation and encourage participation in debugging. This dissertation will serve as a multi-faceted report of one cycle of design, implementation, analysis, and refinement of a hybrid technology intervention with a diverse, oft ignored, and challenging population. In this project, students at an alternative high school worked to create interactive pets, similar to some commercially available, popular toys and then shared them with the community. The pets were virtual, existing on the computer screen, and tangible, existing in the physical world. Students worked predominantly by reusing and modifying existing programming code. In the end, there were a number of encouraging results, such as observed instances of high engagement, success in dealing with programming bugs, and the connections some students made to computing and mistake making. There were also some areas in which the design and implementation could be improved for future iterations, namely through refinement of the activities and technologies to encompass a wider range of student interests, a more concentrated effort to cultivate a nurturing community of designers, and a more consistent fostering of motivation for and understanding of the final product and its intended audience.
author DuMont, Maneksha Katrine
author_facet DuMont, Maneksha Katrine
author_sort DuMont, Maneksha Katrine
title Engaging Alternative High School Students Through the Design, Development, and Crafting of Computationally Enhanced Pets
title_short Engaging Alternative High School Students Through the Design, Development, and Crafting of Computationally Enhanced Pets
title_full Engaging Alternative High School Students Through the Design, Development, and Crafting of Computationally Enhanced Pets
title_fullStr Engaging Alternative High School Students Through the Design, Development, and Crafting of Computationally Enhanced Pets
title_full_unstemmed Engaging Alternative High School Students Through the Design, Development, and Crafting of Computationally Enhanced Pets
title_sort engaging alternative high school students through the design, development, and crafting of computationally enhanced pets
publisher DigitalCommons@USU
publishDate 2014
url https://digitalcommons.usu.edu/etd/2079
https://digitalcommons.usu.edu/cgi/viewcontent.cgi?article=3084&context=etd
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