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Ethnocomputing: the Design and Assessment of Culture-Based Learning Software for Math and Computing Education.

机译:民族计算:用于数学和计算机教育的基于文化的学习软件的设计和评估。

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摘要

The United States has a serious problem in Science, Technology, Engineering, and Mathematics. The STEM disciplines are suffering from a `Quiet Crisis'[1]. The problem is that African Americans, Latino/a, Native American, and other ethnic minority students are choosing careers in the STEM disciplines at lower percentages than their white and Asian counterparts [2]. We refer to this disparity as underrepresentation. This work focuses on the use of the Culturally Situated Design Tools (CSDTs, http://csdt.rpi.edu) as a means to counter this underrepresentation. The programmable set of CSDTs represents the development of this software from being focused on ethnomathematics, to ethnocomputing. Ethnocomputing is the reproduction of cultural artifacts in simulation. The CSDTs are part of the constructionist genre of programmable software that seeks to teach computer science concepts to students as they construct these cultural artifacts. Development work on the programmable CSDT software has provided the opportunity to examine the challenges that occur in cross cultural software development using the Agile method. This work includes ethnographic user and developer stories that have informed the development of the pCSDT software. Among the challenges of developing this software has been negotiating the controversy of what we have come to term "The Content Agnostic Position". This is the notion that all software with objects in simulation, regardless of what those objects are, possesses equal value in teaching students. This position, however, often results in the commercial or violent colonization of user spaces by corporate produced media objects and simulated gun violence. It is our view that this colonization can be diminished through the use of cultural objects in simulation, such as those found in the CSDTs. Our work is intended to create a decolonized space for mathematics and computing education. This work also reports the findings of a quasi-experiment conducted with junior high school students in Kumasi, Ghana, West Africa during the summer of 2014.
机译:美国在科学,技术,工程和数学方面存在严重问题。 STEM学科正面临“安静危机” [1]。问题在于,非裔美国人,拉丁裔美国人,美国原住民以及其他少数族裔学生在STEM学科中选择职业的比例低于白人和亚裔同行[2]。我们将此差异称为代表性不足。这项工作着重于使用文化背景设计工具(CSDT,http://csdt.rpi.edu)作为解决这种代表性不足的方法。可编程的CSDT集代表了该软件从专注于民族数学到民族计算的发展。民族计算是模拟中文化产物的再现。 CSDT是可编程软件的建构主义类型的一部分,该可编程软件试图在学生构建文化文物时向他们传授计算机科学概念。可编程CSDT软件的开发工作为利用敏捷方法研究跨文化软件开发中出现的挑战提供了机会。这项工作包括民族志用户和开发人员的故事,这些故事为pCSDT软件的开发提供了信息。开发此软件的挑战之一是就我们所称的“内容不可知论立场”进行辩论。这就是所有具有模拟对象的软件,无论这些对象是什么,在教学生中都具有同等价值。但是,该位置通常导致公司生产的媒体对象和模拟枪支暴力行为对用户空间进行商业或暴力殖民。我们认为,可以通过在模拟中使用文化对象(例如CSDT中发现的文化对象)来减少这种殖民化。我们的工作旨在为数学和计算机教育创造一个非殖民化的空间。这项工作还报告了2014年夏季在西非加纳库马西与初中学生进行的一次准实验的发现。

著录项

  • 作者

    Babbitt, William Edgar.;

  • 作者单位

    Rensselaer Polytechnic Institute.;

  • 授予单位 Rensselaer Polytechnic Institute.;
  • 学科 Computer Science.;Education Mathematics.;Education Technology of.
  • 学位 Ph.D.
  • 年度 2014
  • 页码 147 p.
  • 总页数 147
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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