Showing posts with label Outreach. Show all posts
Showing posts with label Outreach. Show all posts

Thursday, April 28, 2016

'Take Your Kid to Work Day' Coding Workshop with ScratchJr

A new professional development day was recently added to our local school board's calendar. One of my colleagues, John Duff, made the brilliant suggestion to have a 'take your kid to work day' instead of scrambling to find babysitting. Naturally, I suggested we also add a coding workshop.

Little did I know that most of the kids in attendance – my own included – were between 4 and 7 years old. Grade 4 or so was the youngest I'd ever worked with before, and the idea of teaching kindergartners was especially foreign. Thanks to the helpful advice of a few kind folks (especially Kate Arthur of kidsCODEjeunesse), the workshop turned out great!

To prepare, I read through a bunch of The Official ScratchJr Book from No Starch. The book is awesome, and I definitely plan to use it to continue working with Molly. One thing that I especially liked was the curriculum connections listed out at the end of each chapter. If you happen to be a kindergarten teacher, and have access to tablets, I highly recommend checking this book out.


In case you want to run a similar workshop, here's a bit of info on what we did. The workshop was held in our coffee shop. We moved away a bunch of tables and set up our bear beanbags in a semi-circle in front of the projector screen. I AirPlayed an iPad to the screen for demonstration purposes. To get the attention of the kids, we did a "hands on head" thing: everyone, parents included, had to have their hands on their heads before I talked about the next thing.


Before the workshop, I sent out a doc with information for parents containing the following key information.

 What we'll be doing
We will be working with ScratchJr, which is a visual block-based programming tool. While not required, you might like to learn a bit about the tool ahead of time. On the website, you can get an overview of the interface, the sprite editor, and what each block does. There are also videos with tips
ScratchJr is officially intended for ages 5-7, but the appeal for this workshop should be broader. That said, older children might prefer being a “helper” for a younger sibling and/or trying out the web-based Scratch instead. The older kids could get the basic ideas in ScratchJr first, and if they get bored, they should be able to pick up the main ideas of Scratch fairly easily. 
We have arranged to bring iPads for those who said they needed them.
We recommend bringing your laptop with you, both to look things up about ScratchJr, and to switch to Scratch if desired.
During the workshop
The assumption is that you, as the parent, will sit with your kid the whole time and work with them on their projects.  If you are bringing two kids, you may choose to have them work together or separately. We are hoping to have extra volunteers who would be able to help if they end up working separately. 
We hope to have those participating in the workshop up near the projector, “circle time” style. We should use comfy chairs and beanbags to sit on in a generally circular shape. 
One of the techniques we plan to use to gain attention of the kids is “hands on head” – when we ask kids to do this, it would be great if parents did it as well. Once everyone’s hands are on their heads (and therefore not touching the tablets/computers), we can starting talking up at the front. 
Super important: Try as much as possible to not do anything for your kid. Make sure that you guide them, ask them questions, perhaps even make suggestions, but not do it for them. 
Try to stop your kids from playing with other apps on the iPad at first (perhaps turning off wifi will help?). Later on, if they get bored of working on their own projects, they might enjoy sharing their favourite apps with the other kids.
General workshop plan
  1. How to add a new sprite and edit it.
  2. How to add a new background.
  3. Example blocks (will ask kids what they think the blocks do before showing them; time to play will be after all blocks):
    1. Move right (what does the number change?)
    2. Turn left (what does the number change?)
    3. Say (how could you have it say your name?)
    4. Play recorded sound (try recording your voice!)
  4. Example of snapping blocks together (can you guess what will happen?)
  5. Start on Green Flag:
    1. Have them add this block to the beginning of a script (suggest a bunch of movement blocks to make the character dance)
    2. Have them press the green flag button at the top
    3. What happens?
  6. Repeat forever
    1. What happens if you put a repeat forever at the end of the script, then press the green flag?
  7. Save your project! Go back to the home screen to save
--

I was pleasantly surprised that we managed to keep the attention of the youngest kids for a whole hour. Later, at lunch, several of the girls excitedly exclaimed how much they loved working on the iPads / playing with ScratchJr. Music to my ears!




Wednesday, March 23, 2016

Annedroids: A STEM Show with a Positive Impact on Girls

Some time ago, I shared info about a STEM show that premiered on TVO back in 2014: Annedroids. Recently, the show's PR specialist followed up with me to share some really interesting research about the positive impact the show has had, which I'd like to share here.


A recent study led by the International Central Institute for Youth and Educational Television (IZI), involving 301 girl and boy participants from the United States of America and Canada, revealed the following: TVO’s and Amazon Prime’s show Annedroids helps increase self-esteem, foster interest in STEM (Science, Technology, Engineering and Math) in girls, and reduce gender stereotypes in girls and boys.

The need for positive role models for girls in STEM areas

There is still a considerable degree of catching up to do in regards to fostering interest in STEM subjects, especially among girls. As scholars have noted, the reasons why girls don’t get interested in STEM issues and don’t choose their professions from among STEM areas to the same extent as boys are complex. The stereotypical assumption that STEM is – by gender – a strength of boys, still prevails and there is a need for positive role models to demonstrate that girls can be competent in science and technology fields. The media, especially children’s leading medium, television, can play a key role in this respect, but so far it is still an exception that girl and woman characters apply technology at all. Unfortunately, children’s TV overall misses its gender equality mission especially in what concerns STEM. One of the few exceptions: Annedroids, a series showcasing 12-year-old Anne who builds and operates androids and robots. Together with her lively and slightly overweight friend Shania and her Afro-Canadian friend Nick, she experiences various adventures with the technical companions. In every episode, the humorous and child-appropriate plots pick up a STEM-relevant topic.

A study in the U.S. and Canada

In a recent study led by the International Central Institute for Youth and Educational Television, research was conducted with 301 6-to-12-year-olds (U.S. N=203, Canada N=98). The children watched two episodes of the Annedroids series. Before and after watching these episodes, they filled out questionnaires assessing their attitudes toward STEM and girls, positioning in regards to gender stereotypes, specific scientific knowledge, and interest in having various jobs in the future. With open questions and drawings, children gave feedback on the show and its characters.

The results of the study give clear indication that the program Annedroids helps increase children’s interest for STEM issues, with girls in particular benefitting in the process. This is because children have an opportunity to see in this TV series girl characters who are interested in STEM, are skilled in operating new technologies, and are good at problem-solving, and because these characters can serve as role models for girls. Thus, the program makes STEM issues accessible to children by providing access to knowledge that is more restricted for girls than it is for boys due to their gender-specific socialization. The study further suggests that regular viewing of the programs can help reduce gender stereotypes by promoting gender fairness and equality in regards to STEM education and professions – for a small (yet statistically significant) number of children this was the case after watching just two episodes.

Dr. Sorin Nastasia, a contributor to the research and a professor at Southern Illinois University Edwardsville, states: “The Annedroids series is successful by featuring fictional characters who show that it is possible to be enthusiastic about and competent in science and technology regardless of gender, colour of the skin, or other social factors.” The lead researcher in the study and director of IZI, Dr. Maya Götz, concludes: “The show offers girls the inspiration that they can be what they want to be and can use technology to make this world a better place.

Episodes of Annedroids are available on tvokids.com and on air on TVOKids Wednesdays at 6:30 pm (episodes repeat on Saturdays at 11:00 am and Sundays at 12:30 pm).

Wednesday, February 10, 2016

First Canadian Celebration of Women in Computing (CAN-CWIC)

For the first time ever, I attended a women-in-computing conference with absolutely no student affiliation whatsoever (I recently de-registered from my PhD for the time being). But that's not what made the first ever Canadian Celebration of Women in Computing special; not exactly. The thing I really, really enjoyed was spending time with my past students and colleagues from my time at Carleton.

I went to the first ever local ACM-W celebration held in Ontario way back in 2010. At the time, it was the Ontario Celebration of Women in Computing. I was doing the student thing full-force at that event, with two posters and one talk that covered both research and our Women in Science and Engineering group. Since then, other local celebrations cropped up around Canada until this year, when they amalgamated into CAN-CWIC.


The format of CAN-CWIC was similar to what ONCWIC did years ago: dinner, keynote, and social on Friday night with various talks and workshops on Saturday. At this year's banquet, I sat with an awesome group of mostly Carleton students and one lonely uOttawa student. And it was so nice. I loved catching up with everyone, and even had opportunities to give mentor-oriented advice.

The time I spent with my own former students made me realize that in fact most of the attendees were students. I would really love to see more industry representation, and not just to stand behind recruiting booths. I feel like more balance would meet provide more mentors and role models for the large student contingent. What could CAN-CWIC do to attract more industry professionals? Maybe looking at Grace Hopper's career tracks would give some ideas.


This year's tracks at the conference were interesting nonetheless. The speakers I saw were quite good. I particularly enjoyed Amber Simpson's talk on medical computing (more specifically, how image analysis can help with cancer diagnosis). It was also great to see Jennifer Flanagan, CEO of the Canadian STEM outreach non-profit Actua, talk about Actua's involvement in computing outreach. I'm really pumped about trying to team up and contribute to bringing computing education to all K-12 across Canada.

I do have some nitpicks about the conference location this year, the main one being that the space was too small and segmented. Hopefully next year's event can be in a larger, more thoughtfully laid out space. But my concerns are small in comparison to the impact conferences like this have. I hope CAN-CWIC continues to grow, and that it's somewhere awesome next year so I'll be enticed to go again. ;)

Thursday, September 24, 2015

Beyond the Code: A Day of Diversity and Inspiration

Monday was a day of inspiration and diverse voices.  It was the second annual Beyond the Code conference in Ottawa, a labour of love for a group of volunteers mostly from Shopify.  As described on the official webpage, "Beyond the Code is a positive, solutions-driven conference for anyone interested in diversifying the technology sector. We’re building a supportive environment for underrepresented groups in tech, to help you build a fulfilling career and feel empowered to make positive changes in your community."

The speaker lineup this year was spectacular, and you can read my lives notes for a bunch of the sessions.

The keynote this year was Hilary Mason, lover of data, cheeseburgers, and apparently Red Bull pancakes.  Mason is a self-confessed optimist: she is a believer in technical progress and in the underlying goodness of humanity.  In her talk, she focused on technology, organizations, and people.  Some of the biggest takeaways for me included that data is exciting, machines are getting more creative, and people aren't fungible.


My job at the conference was to introduce workshop speakers and see if they needed any help.  The one I participated in most was a design thinking workshop lead by Barbara Spanton of Macadamian.  It was a really well organized workshop that had participants work through each stage of design thinking to design a new wallet for their partners.  The prototypes everyone created were really quite good!



All the other speakers I saw were equally as awesome – like Kelly Shearon, who taught us how to better value the "less technical" roles on our teams, Safia Abdalla, who shared her insights on how to effectively teach, and Jen Myers, who shared her wisdom on how to be awesome.  The closing panel of the conference, however, was a perfect way to wrap up the day.

Lead by Cate Huston, the panel featured Omosola Odetunde, Kat Li, Tai Dickerson, Lori Olson, and Marco Rogers.  The coolest thing about it was that it did not cover only women as a diversity issue, but also issues of ethnicity, sexuality, gender, etc.  Cate did a really good job of starting where most panels end, and pushing discussion of the issues further than usual.  For example, instead of the conversation devolving to be all about the pipeline, panellists talked about not just hiring, but retention as well.

Again, you can check out my live notes for the conference, which include quite a bit on most of these talks (only the workshop is missing).  Be sure to watch for next year's Beyond the Code, which I hear might even have a new location.  Hope to see you there!

Friday, August 28, 2015

HLF2015 / John Hopcroft, Diversity, and One of the First Computer Science Courses

This blog post originates from the Heidelberg Laureate Forum Blog. The 3rd Heidelberg Laureate Forum is dedicated to mathematics and computer sciences, and takes place August 23-28, 2015. Abel, Fields, Turing and Nevanlinna Laureates will join the forum and meet 200 selected international young researchers.

I've long had a special interest in computer science education. I recently worked as a full time lecturer for two years, and I have been designing and delivering outreach initiatives for more than seven. So when it came time to request interviews with this year's HLF Laureates, John Hopcroft, who created one of the world's first computer science courses, caught my attention.

I began our conversation by introducing my interests in education, and right away Hopcroft pointed out that there is so much talent distributed around the world, but that educational opportunities are not so widely available. This has been in the case in China, for example, where Hopcroft has been working; he says their educational system needs help, and they know it. Of course, improving education everywhere is important. Hopcroft points out that as we move more and more into an intellectual economy, we need to better prepare our workforce.

John Hopcroft during his lecture at #hlf13 ©HLFF // C.Flemming - All rights reserved 2013

For me, this means ensuring that we educate everyone with at least the basics of computing. Right now, the field of computer science is not very diverse. For example, in the United States, according to the National Centre for Women & Information Technology, only 18% of computer and information science bachelor degrees went to women in 2013, and women made up only 26% of the computing workforce. Hopcroft suggests that one factor in a rather complicated issue is that women seem to want to help people, while men are satisfied by learning more abstract things. This idea validates my own theory that many men are often happy to primarily learn about the tools of computing (code, hardware, etc) for the sake of it, while women tend to want to know what you can do with these tools.

So what was the diversity like in Hopcroft's very first computer science class? Understandably, he wasn't really aware of diversity at the time. After all, there was enough to worry about, like figuring out how to teach one of the world's first courses on computer science despite having a background in electrical engineering. Ed McCluskey asked Hopcroft to teach the course, and in doing so, Hopcroft found himself becoming one of the world's first computer scientists. This lead him to be at the top of the list whenever anyone needed a computer scientist for, say, an important committee, thus giving him opportunities that for most disciplines wouldn't be possible until close to retirement. Hopcroft admitted he feels lucky for the way things worked out, and credits Ed for making it possible.

After learning that Hopcroft's first courses covered automata theory, I wanted to know what he thought the best computer science teachers do more generally. He told me he went into teaching because of the impact his many world-class teachers had on him at every stage of his education – he wanted to do the same. To be a great educator, he told me, it is not about the content, which anyone can specify. The single most important thing is to make sure your students know you care.

I was curious what Hopcroft thought of recently proposed active learning techniques like peer instruction and flipped classrooms. He said he didn't have any experience with them, so couldn't really comment. However, he did reveal that he still uses the blackboard during lectures – that way, he can change his lecture on the fly according to student needs. I pointed out that this could be considered a form of active learning, as there would be a feedback loop in the classroom. He did point out that techniques like the flipped classroom have some hidden concerns. For example, one must consider the credit hours a course is worth. If you are shifting what was done during lecture into videos or reading ahead of time, are you adding more pressure to the students' time?

I quite enjoyed my conversation with Hopcroft, and will leave you with some advice that he gives his students. Don't focus on what your advisors have done in their careers; their work was done in an era where the focus was on making computer systems useful. Look instead to the future, when we will be focussing on doing useful things with computers.


Tuesday, June 23, 2015

Keynote / Attracting Women to Computing and Why it Matters

I was invited to give the keynote for Women and Technology 2015, held at Carleton on June 19.  I spoke about women and computing.



I began with an exercise: how could we generate six different versions of a multiple choice midterm where the three options were scrambled differently on each of 30 questions? I gave some time to discuss the problem, then asked how many people realized this could be easily solved with code.  Of those with hands up, how many felt confident they knew how to write that code? (There were a few!) I mentioned that learning to code can help you automate the boring stuff you don't want to do manually (see, for example, the new book Automate the Boring Stuff With Python).

This lead me into a discussion of the kinds of computational thinking skills that learning to code can give you, and where those skills could be applied outside of coding.  But if these skills are so empowering, then why do so few people have them? And in particular, why are women so underrepresented?

The short answer, of course, is that it's complicated.  (It's not just a pipeline issue!) I shared a few of the factors involved, from gendered toys (see Riley's rant) to a sick tech culture.  I talked a bit about some of my own small contributions (e.g. my mini-course, Go Code Girl, Gram's House and CU-WISE).

I concluded with some homework: everyone should go forth and learn to code (or, learn some more).  If they could get to the point that they could feel positively about computing, it's a lot more likely they will encourage girls that show an interest in it to give it a go.  I hope you'll do the same. ;)

Tuesday, May 19, 2015

What Eighth Graders Think About Women and Computer Science

On the last day of the 2015 edition of my week-long mini-course (Computer Science and Games: Just for Girls!), I held a discussion about women in computer science.  Below is a transcription of the notes I made on the white board.  The thoughts, if not the wording, very closely represent what the girls said.

"If it is not appropriate for women, it is not appropriate." (via Wikimedia)

Why do girls avoid computer science?
  • Seems nerdy
  • Stereotypes: man's job
  • Don't want to stick out as only female
  • Impression that you must love video games
  • Accused of being interested to attract guys
  • Stereotypes of femininity
  • Females more pressured to take certain programs of study
  • Pressure from others who don't think certain skills are valuable (e.g. video game development)
  • Too many guys, "I will never fit in"
  • Girls are less confident, partly due to society's messages

Why does it matter?
  • Girls can change an idea or product without destroying or outright rejecting it
  • Girls should have the freedom to choose their career without barriers
  • We are turning girls away from their passion
  • Discrimination is always bad
  • Women should have independence, especially financially
  • We need products designed by us
  • Women can change how women are represented in games

What would make you interested in trying computer science in high school or post-secondary?
  • Stop the stereotypes!!
  • Enforce a better gender balance, or provide all-female options
  • People around us have to stop talking down about CS
  • Give us a chance to try it out! We don't know what it is otherwise!
  • More interesting application in university-level courses (like robotics)
  • More positive attitudes toward college-level options [which typically grant diplomas in Canada, as opposed to universities, which grant degrees]
  • Avoid giving the impression that it's impossibly complicated.
  • More one-on-one time (and other better teaching strategies) to make sure we get a good base in math.

Monday, January 19, 2015

A Comic About Grace Hopper

Ramya from Udemy shared a neat little comic with me about Grace Hopper, and said I could share it here.  You can look at the comic on their website, too, where you can also order a Grace Hopper sticker if you live in the US.  Enjoy!





Friday, October 10, 2014

Games to Get Girls Interested in Programming, and Animation for Music and Dance Games / GHC14

I started my last morning of GHC with two presentations in the GFX track, which covers games and graphics.  I enjoyed both talks, though the first is particularly relevant to our Gram's House project.

Image from the virtual world Shahnaz Kamberi worked on in her research.

Gamher: Creating a Game to Increase Girls' Interest in Programming
Shahnaz Kamberi

Shahnaz targeted girls aged 13-17 with a game to increase their interest in programming at a time when many lose that interest.  It's nothing new that we want girls to study STEM, but despite all the time, money and effort, we have not succeeded.  But maybe game-based learning, which has been proven effective in the past, can work here.

There are two deliverables with Shahnaz's research, which is part of her doctoral thesis project: game design elements list (aesthetics, mechanics, story, and technology) and an educational game that teaches Java programming.

The framework Shahnaz followed is known as the ADDIE model: analyze, develop, design, develop, implement, evaluate.

During analysis, she realized that she did not want to take a constructivist approach, which covers programs like Scratch and Alice.  Rather, she wanted to make an instructivist game, an area that is more lacking.  She then decided that she preferred a gender-specific game rather than a gender-neutral game, but wanted to break the stereotype of what gender-specific games look like.

To help with development, Shahnaz prototyped a 2D game in GameMaker and an exploratory 3D world using OpenSim.

To evaluate, Shahnaz compared performance between a group that used the game vs. a group that had traditional lectures with added interactivity. It turned out that the lecture group did a little better than the game group on the post-quiz.  This may have been because the facilitator was able to control the classroom's progress, whereas students playing the games may not have finished all the material. The game group has a higher positive response to computer science in the post-surveys, but there was not a significant difference.  Interestingly, story appeared in the participants' lists of worst and best things about the game.  There was a lot of positive response in terms of whether the girls would play the game again and whether it positively influenced their views of computer science.

My take: it was really nice to see how Shahnaz set up her experiment, and how she dealt with the fact that the game group did not perform better than the lecture group.  She realized that she works as a professor, and therefore is paid to teach programming.  So if girls were able to learn as much while playing a game, then indeed the game has succeeded! It did as good a job as a professional!

You can learn more about this project on Shahnaz's blog and website.

Animation Programming Techniques for Music and Dance Video Games
Jessica S. Scott

Jessica is the lead engineer at Harmonix, and has a mixed background in CS and art.  She opened with the question of why we even need character animations.  Among the usual answers was the notion of using animation as a user interface.  In games like Dance Central, animations tell the user what to do.  Then, why do you need programmers for animation? You need to get animations from a 3D program into a game, usually with requirements in terms of memory usage, performance, and response to user input.

Jessica started with some of the basics of computer representation of animation on a computer.  For skinning, they use bones that meshes can follow.  Animators can pose a skeleton of a character.  Keyframes are a way of storing animation poses at points at specific points in time, and movement in between can be interpolated.

Memory and performance issues: Animation often takes up a large percentage of a game's memory and CPU budget.  When storing animations, store rotation, position and scale for each keypoint, and use compression and blending techniques.

Game animation special needs: it's more complicated than movie animation! Players get control of characters, and real-time playback is important.  Game worlds have dynamic elements that help determine what animations to play.

More about blending: needed for the dynamic choice of animations.  Two kinds: combine multiple animations at one point in time, or over a period of time.  Blending allows for natural-looking but automatic transitions between different animations.  Blending involves a lot of interpolating, for example between rotation values between bones.

Storing animations: quaternions instead of rotation matrices since you only need 4 floats instead of 9, and blending is easier due to easier interpolation.

Inverse kinematics: modifying a character's joint positions and rotations based on physics constraints.  Mathematical calculations are applied after regular skeleton posing.  Important not to apply to only one set of bones!

Dance Central example: foot slide during blending.  Suppose you want to blend two dance moves and the foot is on the ground with weight on it.  Takes a lot of effort to get the foot to do something interesting in between.  (Showed a funny example with a really long, stretched leg.)

Beatles: Rock Band example: wanted the Beatles to lean in toward the mic during harmonies.  Seems like a good idea to just stretch the neck toward the mic, but turns out not such a good idea when the character is too far away from the mic! (Showed another funny example with one Beatle standing too far away, with a super long neck stretched to the mic.)

My take: how cool to learn a bit more about what's behind animations in my favourite games! (Dance Central and Beatles Rockband happen to both be games I've played a lot.)  The talk also makes me wish I could spend more time on computer graphics, which I have learned but never get to practice.

Monday, September 8, 2014

Cool New Science Show for Kids on TVO

I recently checked out the pilot episode for a new science show that premiered on TVO called Annedroids.  Although I found one of the characters overly annoying, I was definitely a fan of the android creator Anne.  The show nicely integrated topics like the scientific method and discussion of electricity, even if their specific use of lightning to power up an android seemed a bit far fetched.  The animated androids were quite well done.  Overall, I'd say this is worth checking out, especially if you have kids you want to introduce to science!


Here's some info from the press kit:
“Annedroids” features photo-real CGI android characters in a gritty live action world. It's a series that celebrates science, technology, engineering and math and does it all through the lens of an 11-year old girl. There's nothing Anne likes more than getting her hands dirty to make things, breaking things apart to see how they work, and mixing things together to see that happens. Anne takes the stereotype of a typical tween girl and busts it right open.

Anne likes to push the boundaries of what’s scientifically possible. This is a girl who’s built three androids on her own: PAL, who is fascinated by everything and loves asking questions; EYES, whose ability to see things from all angles can get him into trouble; and HAND, who’s strong and dependable but a little bit clumsy. Anne’s experiments always lead to unforeseen complications, hijinks and misadventures. And that’s where Anne’s assistants Nick and Shania come in – Nick and Shania have an uncanny way of figuring out the real life solutions to Anne’s scientific problems. Needless to say, when Anne, Nick, Shania and the androids work together, the results are far from predictable.

“ANNEDROIDS” premieres August 25th at 5:30 p.m. ET on TVO, and July 25th on Amazon Prime Instant Video (US and UK). The series will also air in 2014 on The Knowledge Network in BC, and in French on Société Radio-Canada SRC. Internationally, “ANNEDROIDS” will air on KiKA in Germany, NRK Norway, SVT in Sweden, Horizonte Conteudos and Globostat in Brazil, and Discovery Asia. 

Tuesday, August 19, 2014

Gram's House Project Team Receives Two NSF Pathways Grants!

Gram's House is a research project I started several years ago with a prototype originally designed for Microsoft's Imagine Cup competition.  Since then, a core research team has formed around the project: me (Carleton University), Elisabeth Gee (Arizona State University), Carolee Stewart-Gardiner (Kean University), Gillian Smith (Northeastern University) and Casper Harteveld (Northeastern University).

We just got awarded two NSF Pathways grants for the Advancing Informal STEM Learning program!


The Role of Story in Games to Teach Computer Science Concepts to Middle School Girls

This project is being co-lead by Elisabeth Gee and Carolee Stewart-Gardiner.  Since I'm not a research faculty member, I am participating as a contractor.  We are going to dive deeper into determining the effect of story in educational games that teach computer science to middle school girls.  This will extend previous work I did with a study during my mini-course a couple of years back.
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. Nationally, the US has a shortage of computer scientists; a big part of this problem is that girls are discouraged from learning computer science at a very young age. This project tries to address this problem by creating a videogame specifically oriented towards getting middle school girls interested in learning computer science concepts outside traditional programming classes. Based on evidence that stories provide a compelling way to present complicated technical subjects and that girls in particular respond to technology careers as a way to help others, the project is building a videogame called "Gram's House" in which social workers intend to move a fictional grandmother to a retirement home unless the player can outfit her home with sufficient technology for her to remain independent. Solving puzzles in the game requires learning core computer science concepts. Research studies will be conducted to determine whether the videogame is effective at getting girls interested in computer science, at teaching computer science concepts, and whether using stories makes videogames more effective for learning.
This project based on an earlier successful prototype uses an iterative research-based design process including paper prototyping, playtesting, and focus groups (N=20) to create age appropriate activities, based on the CS Unplugged series, that support learning concepts from the Data, Internet, Algorithms, and Abstraction sections of the high-school level CS Principles curriculum. A quantitative, quasi-experimental design will be used to determine the overall effectiveness of teaching CS concepts under three types of game conditions: (a) games alone, (b) games with fictional settings, and (c) games with stories. A novel assessment instrument will be developed to assess content learning and qualitative observation using a standard observation protocol will be used to gauge interest and engagement. 70-80 middle school girls will be recruited for afterschool participation in the study in two states. As part of the dissemination efforts, a facilitator's guide, rule book, and materials such as maps and storyboards will be created and shared with the game. In addition, a workshop for computer science and other teachers who are interested in using games to teach CS concepts will be conducted.
(Project link on NSF website.)

GrACE: A Procedurally Generated Puzzle Game to Stimulate Mindful and Collaborative Informal Learning to Transform Computer Science Education

The PCG project, as I like to call it (where PCG stands for procedurally generated content), is being lead by Gillian Smith and Casper Harteveld.  They want to learn more about how best to generate puzzles that teach high level computer science concepts, and whether players will learn more about the concepts when discussing how puzzles are generated in an attempt to help one another solve them.
Northeastern University will design, test, and study GrACE, a procedurally generated puzzle game for teaching computer science to middle school students, in partnership with the Northeastern Center for STEM Education and the South End Technology Center. The Principal Investigators will study the effect of computer generated games on students' development of algorithmic and computational thinking skills and their change of perception about computer science through the game's gender-inclusive, minds-on, and collaborative learning environment. The teaching method has potential to significantly advance the state of the art in both game-based learning design and yield insights for gender-inclusive teaching and learning that could have broad impact on advancing the field of computer science education.

Development and evaluation of GrACE will consist of two, year-long research phases, each with its own research question. The first, design and development, phase will focus on how to design a gender-inclusive, educational puzzle game that fosters algorithmic thinking and positive attitude change towards computer science. The content generator will be created using Answer Set Programming, a powerful approach that involves the declarative specification of the design space of the puzzles. The second phase will be an evaluation that studies, by means of a mixed-methods experimental design, the effectiveness of incorporating procedural content generation into an educational game, and specifically whether such a game strategy stimulates and improves minds-on, collaborative learning. Additionally, the project will explore two core issues in developing multiplayer, collaborative educational games targeted at middle school students: what typical face-to-face interactions foster collaborative learning, and what gender differences exist in how students play and learn from the game. The project will reach approximately 100 students in the Boston area, with long-term goals of reaching students worldwide, once the game has been tested with a local audience. Results of the project will yield a new educational puzzle game that can teach algorithmic thinking and effect attitude change regarding computer science. Through the process of creating a gender-inclusive game to teach computer science, it will provide guidelines for future educational game projects. Beyond these individual project deliverables, it will improve our understanding of the potential for procedural content generation to transform education, through its development of a new technique for generating game content based on supplying educational objectives.
(Project link on NSF website.)

Friday, August 8, 2014

Google's Report on Women in Computer Science, and What it Means for Me

A couple of months ago, Google came out with a report called Women Who Choose  Computer Science — What Really Matters.  It details a study Google conducted "to identify and understand the factors that influence young women’s decisions to pursue degrees in Computer Science." The results are important to me as someone who does a lot of outreach.

Creating A+ Schools
Creating A+ Schools / Gates Foundation

According to the study, the four most influential factors when deciding to pursue computer science as a female are:
  1. Social encouragement
  2. Self perception
  3. Academic exposure
  4. Career perception
Social encouragement comes from both family and peers.  This is one reason that I see changing someone's attitude toward computer science to be a win, even if they will never consider pursuing it themselves.  At least if someone considering CS tells that now-positive-thinking person, she is more likely to say "Oh, cool!" instead of making fun.  Also interesting is how effective it is to get encouragement in extra-curricular settings, which is great for the type of outreach I tend to do.

It's not surprising that perception of one's abilities in math influence their decision to pursue CS.  What's cool to see is a confirmation that the "ultimate source" of passion comes from a love of problem solving and tinkering.  This is one aspect of CS, along with the social good you can do, that we are hoping to convey in our Gram's House project.

The report had this to say about exposure:
Early exposure to Computer Science is important because familiarity with a subject can generate interest and curiosity while establishing a sense of competency. Moreover, even a basic understanding of Computer Science provides insight into viable career paths within the field and how those careers can be leveraged to achieve personal goals.
I constantly wonder when the best time to expose girls to CS is, especially since the study showed that age of first exposure is not an influencing factor.  Middle school seems like a good place to start, since those girls are old enough to understand some interesting problems and create things with code.  If we hook them, they can choose the right courses in high school while their interest is still fresh.  But what happens when high school rolls around? Boys, cliques, popularity, competing interests... There are so many opportunities to lose them again.  I believe middle school is a good place to start, but that we need to follow up again during the high school years to reinforce the good we did earlier on.

I also believe we could be easily integrating computer science into the school subjects everyone is already taking.  The study showed that "regardless of how they were exposed, young women who had opportunities to engage in Computer Science coursework were more likely to consider a Computer Science degree than those without those opportunities." I once put together a list of how CS Unplugged activities could be used in other school subjects.  Daniel Kimball discusses similar ideas of how CS can be integrated.  Beaver Country Day School in Boston recently integrated coding into every class.  It's not impossible, and it doesn't require a stand-alone computer science class!

Exposure can come from other avenues as well.  In terms of career perceptions, the report suggests that "visibility of female role models in Computer Science and telling stories about the positive social impact careers in computing can have, can enable young women to visualize themselves in the field." This is one of the reasons for Anita's Quilt, a collection of inspirational stories from women in tech that I help with.  The stories and role models are out there, and it's now a question of how we get them to the right people.

Wednesday, July 2, 2014

GLS10 / Let’s Prototype: Women at the Intersection of Learning, Games, & Design

The tenth annual Games, Learning and Society Conference, held this past June in Madison, WI, featured a panel on women in gaming.  Moderated by games-journalist-turned-grad-student Amanda Ochsner, the panel featured some heavy hitters: Elisabeth Gee, Deborah Fields, Yasmin Kafai, Colleen Macklin, and Mary-Margaret Walker.

The discussion was mainly focused on how to get girls interested in both game design and computer science (but not necessarily both).  Following is a summary of some of my notes from the panel.

Image modified from original via Wikimedia 

How can educators create better mentoring opportunities for young women?

The first answer was a great one: be visible, and be outspoken.  Show why this is such an exciting time to be in games.

The experience of some panellists is that no matter how they set up workshops featuring game programming, it's always the boys who sign up.  We need to talk to teachers and actively talk to girls, personally inviting them to come.  Perhaps girls-only groups are needed (that's what I've been doing in my own outreach!).

One panellist pointed out that she was able to attract girls by featuring stories, music, and animations rather than games and programming directly.  The students don't even realize they are programming at first.  In another panellist's workshop, attendees would work on e-textiles; in this case, marketing must be done very carefully as both boys and girls hold onto stereotypes they aren't even aware of ("no sewing, circuitry or programming required").

Another challenge is that many still hold onto stereotypes about what it means to be a gamer; supposedly, only uncool gamers take game design classes.  At ASU, they are trying to infuse game design into journalism.  Foregrounding the subject matter that games are about seems to be a successful way to attract more women.

How can we approach teaching game design in ways that support a diversity of ideas and process?

In a sense, the discussion surrounding this question presented a solution to the previous one.

One of the most interesting ideas was that all art is technical - there are always technologies to learn that you use to be creative.  Hence, making games, and all the technology behind that (including programming) could be considered an arts subject.  The technical element is simply something you need to learn in order to effectively express yourself.

How might we engage young girls in game design, programming, and technology at earlier ages?

Something to remember: "We can't do it all, and we can't do it all in programs." Nonetheless, it is not difficult to find really good tools to help design programs to engage girls.  We can engage kids in actively designing and making things, and in making connections to things they care about.

One greater issue is the poor quality of many games designed for girls.  According to panellists, there is nothing in these games to get girls interested in computing and other technical pursuits.  The games have a low level of complexity.

We are often trying to get girls interested in game design and computing at the same time.  Perhaps, panellists pointed out, we should sometimes keep these types of outreach separate.  Learning about technology, for example, doesn't always have to be done through game design.  There are many other great opportunities like e-textiles.  At the same time, we don't always have to be trying to get girls interested in programming and computer science when we teach them game design.

Remember that each kid is already designer ("I designed my first games during recess").  That's a start.  Now let's talk about how games are actually made.  In the 1980's, you typed game code from a magazine to be able to play.  Everyone understood how programming worked because we had to.  Can we make programming not such a special thing?

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For more, see my conference notes on this session.

Friday, June 6, 2014

Mini-Course 2014: Survey Results

After a one-year hiatus, I ran my all-girls mini-course on computer science and games again this past May.  Along with a picture of my lovely class, I wanted to share this year's pre- and post- survey results.  Note that while I compare some numbers to past courses, I did not post data from 2012 and there was not course in 2013, so neither year is mentioned.



Pre-Course Survey Results

Before we begin with our first class, I ask the girls to fill in a survey to try to capture their attitudes toward computer science.  Naturally, I hope to see a general improvement in these attitudes by the end of the course.  Here are some of the more interesting results.

"I am confident that I understand what the field of computer science is."

  • Strongly agree: 1
  • Agree:5
  • Netural/don't know: 11
  • Disagree: 2
There was less confidence about what the field is than in some previous years (e.g. 2010, where 50%  agreed to this statement in the pre-course survey).

"I would consider computer science as a good career for women in general."

  • Strongly agree: 5
  • Agree: 14
 Despite the lower confidence, there was not a single neutral response for the first time.

"I would consider computer science as a good career for me."

  • Strongly agree: 5
  • Agree: 5
  • Neutral/don't know: 9
This is the highest number of any type of 'agree,' let alone 'strongly agree.'  Could it possibly mean that the widespread efforts to get young people (especially girls) into computer science are actually starting to work? I hope so!

Post-Course Survey Results

I ask many of the same questions after the course, as well as some new ones.  Here are the most interesting responses.

"Are you glad the course was just for girls?"

  • Yes: 8
  • No: 1
  • I'm happy as long as I'm not the only girl: 10
We did our surveys before we got together with the other (mostly male) class to share our games and eat pizza.  It would be interesting to see if their responses would change after that event.

"I enjoyed learning about what computer science is really all about."

  •  Strongly agree: 12
  • Agree: 6
  • Neutral/don't know: 1
This is a great result, even considering how many came to the course open to the idea that computer science might be interesting.

"I would consider computer science a good career for me."

  •  Strongly agree: 8
  • Agree: 6
  • Neutral/don't know: 5
This is the best year-to-year result for this question that I've seen.  Even though 2011 was a good improvement over 2010, this is better still.  It is also wonderful to see so many responses move up (neutral to agree, etc).

"I am more likely to try computer science in high school or university after taking this course, or this course has confirmed my desire to do so."

  • Strongly agree: 8
  • Agree: 10
  • Neutral/don't know: 1
Fantastic.  I only hope that their next experience with CS is a good one.  (I hate that I have to worry about that!)

Summary


This year's course was not changed drastically from previous years.  We spent some more time in the lab, and had more guests talk to them.  I also skipped the section on women in the industry.  Although one person said she wished I had covered that topic in her survey comments, I have to wonder if skipping it contributed to this year's success.  (I previously wrote a bit about messaging in these sorts of workshops and courses.)  Either way, I am thrilled, and can't help but think that maybe these sorts of programs are finally going to make a difference soon at the post-secondary level.

As usual, you can read more about the course here, or take a look at the materials as presented to the girls.

Tuesday, May 13, 2014

Python and Pi Helped Make Go Code Girl 2014 A Great Success

On the last two Saturdays of March, a group of high school girls came to both Carleton University and the University of Ottawa to learn about computer science and try their hand at coding.  This was our second annual Go Code Girl event, and thanks to Python's turtle module and the Raspberry Pi, it was even better than last year's!


Last year, we based our one-day workshop on Processing (postmortem here).  When my colleague from Ottawa U, Nathalie Vallières, suggested we try using the Raspberry Pi for our two-day workshop this year, I was both excited and scared.  Excited because I'd always wanted to try out the Pi, but scared because any time you introduce hardware, things can (and will) go wrong.

Biting the bullet, our School of Computer Science ordered some Pis to go with the set that Ottawa U already had. We decided to teach Python using the turtle module on the first day of the workshop at Ottawa U since Python seems to be the most popular language for the Pi.  We would then focus on the Pis themselves on the second day of the workshop at Carleton. In the end, both days ended up going very well.

On the first day, after introducing what computer science was all about, we started drawing with our new turtle friend.  Students typed in a minimal program in IDLE and ran it to see the magic happen.  From there, we introduced basic programming concepts one by one, leaving time in between to try some challenges or just experiment.  First came repetition, then variables, and finally booleans and if statements.



On day 2, we had the girls set up the Pis in the computer lab we normally run tutorials in (having a projector in there was really nice).  The monitors there had HDMI inputs; perfect for the Pis.  The keyboards and mice were easy to "steal" for the Pis as well.  The only problem we ran into was the power outlets mounted on the desks: sometimes, the Pis didn't seem to like the level of power coming from them.  So some girls just plugged the USB cable powering the device directly into the monitor.  Smart.




We started with a lesson on using the command line.  I was worried this would be dull for them, but starting with a pictorial representation of how they could feel like "movie-style hackers" with the command line probably helped.  They loved doing things manually at the prompt and seeing the results in the GUI file browser! I was shocked but thrilled.




After playing with the command line, I walked them through a few of the steps needed to make a text adventure game.  To be honest, I wish we had more time for that.  But they seemed to enjoy it anyway.  Once again, we encouraged them to play and experiment, so if they wanted to play with Scratch or look around on the Pi instead, that was ok too.

All in all, I'm very happy with the formula we came up with this year.  If you'd like to see the slides and other resources I posted for the girls, check them out on my website.  If you've ever done a workshop similar to this, I'd love to hear about it in the comments.

Friday, March 21, 2014

Planning for Go Code Girl 2014: Python and Pis

Last year's Go Code Girl was a great success.  This year, we wanted to build on that as well as try something a bit different.  Keeping the same overall format, we're hosting two days of coding fun: the first at University of Ottawa and the second at Carleton University.


Instead of teaching the girls Processing again, we'll use the turtle module to draw fun pictures in Python, LOGO-style! Then, on day two, we're going to see what we can do with the Raspberry Pi.

I'm a big believer in teaching programming to beginners in a visual way.  Not only is it more exciting than printing text out onto a console, but it can help understand commands in a more concrete context.  In can even allow for an embodied understanding of concepts, for example by imagining yourself as the turtle moving around the screen, leaving a pen trail behind you.

It's no surprise that I'd favour using something visual to introduce Python.  But as you may know, I tend to favour Processing over Python as a first language.  Why use Python? Partly to get more first-hand experience in teaching it as a first language, and partly because it seems to be the language of choice for the Raspberry Pi.


I know that in the three hours we have on the second day, we won't be able to do that much with the Pis.  I want to try to give the girls enough knowledge and confidence to continue exploring on their own, should they wish to purchase a Pi of their own.  Thus, it's important that they know a bit of Python.

As an added bonus, I can experiment with the turtle approach for teaching programming to my arts and social science students next year.  I imagine it would be a big improvement over how I did it last fall.

I'll report back on how things went and provide a link to the workshop materials when it's all over.

Thursday, October 3, 2013

CS Principles and the CS 10k Initiative / GHC13

As the opening keynote here at GHC reminded us, computer science has a supply problem.  The number of people we need to create technology is increasing at a much faster rate than students taking computer science in schools.  The Exploring Computer Science and Computer Science Principles projects are aiming to help fix that.


At a panel discussing the two projects, we learned why they matter and how they work.  CS Principles is an advanced placement (AP) course for high schools that is currently in pilot mode.  (AP classes, for the non-Americans like myself, are like college level classes taught to high school students in exchange for college credit later on.)  On the other hand, Exploring CS is intended as a high school level class taught to high school students.

Both take an approach to teaching computer science that is dear to my heart.  They want to show why computer science is interesting and relevant; students should "learn how computer science is used as a lever to move the world."  They do it not through typical lecture-based styles of teaching, but through inquiry, offering interesting problems that engage students.  Exploring Computer Science is described as student centred, collaborative, and inquiry based — a very powerful combination!


The goal is not to teach coding, but computational thinking.  For example, CS Principles centres around several big ideas including creativity, global impact, abstraction, the Internet, and more.  It does make use of fixed-response questions as assessment, but it also has performance tasks that give much more flexibility to students. This really gives some insight into the kind of "content" delivered.

It's this kind of philosophy that I was inspired by when creating my version of our "Introduction to Computers for Arts and Social Students" course.  Of course, with 440 students in a huge lecture hall, the kinds of in-class activities and assessments is somewhat limited.  Even still, I could take this course's design so much further than I have so far, and hope I get the chance to in the future.

I'd also like to push my outreach teaching and curriculum to the next level.  As I do, I should take heed of the advice given by the panel in response to an audience question: If you are a non-profit (like Girls Who Code, for example), and you are considering using these curricula, start by talking with teachers.  They know how to engage a group of high school students and teach them effectively.

Friday, August 16, 2013

Making the Most of Your Messaging in 'Women in Computer Science' Outreach

If you've ever done outreach with girls to try to get them into computer science, you may have wondered what the best way to do it is.  After all, we've been at this a while, and yet we haven't seen the level of progress we had hoped for.  What is going wrong?


I have a formula that I've used in my outreach for the last 6 or 7 years now.  It goes something like this:
  • I introduce myself with fun pictures of my family and hobbies.  I also include a photo of me at the Golden Gate Bridge so I can talk about how companies like Google support women in CS through scholarships and gatherings.
  • I ask the girls what computer science is, then explain that it's really all about problem solving.  I go through several domains to show how computing is connected, and if there's time, I ask them for their hobbies and give some possible connections there.  I also show a video from University of Washington on various pathways in computer science to drive home the point that CS is really diverse.
  • Our discussion then turns to the issue of women in CS.  I show some graphs that illustrate the problem, then ask the girls to discuss three questions in small groups before we bring it up with everyone: (1) Why don't girls go into computer science? (2) Why is this a bad thing? (3) What would make you interested in trying computer science in high school or college? This is followed by the great little video on women in CS from Google.
  • Finally, I do a hands-on activity to showcase a real computer science problem (typically, a CS Unplugged activity).
This formula has served me well.  In my mini-course, I have this discussion on the first morning of five full days of learning about computer science and videogames.  I do pre-course and post-course surveys to see how the girls' attitudes change, and generally the trend is positive.  Even when they aren't sure about CS being a good career for them, they are interested in pursuing some courses in the future.  (You can see some results here, here, and here.)

But is my approach the best it can be? Will it encourage the girls to stick with CS even if they do decide to pursue it somewhere they are likely to be the minority?

My section on the 'women in CS' issue has been questioned a couple of times.  In the first, Barbara Ericson mentioned that when they tried to counter stereotypes, they actually ended up reinforcing them, causing a decrease on the number of girls who thought they could succeed at computing.  More recently, Jim Davies pointed me to research about normative behaviour, explaining that by pointing out the problem, people are more likely to focus on that and behave the same way.

Obviously, these two things had me a bit concerned, and got me wondering if I should be dropping that portion of my outreach altogether.

But I knew I had a purpose for talking about the problem.  It would feel disingenuous to ignore it altogether because I think most people realize it's an issue; however, if doing so improves our results then it may be worth it.  Another reason I do it, though, is based on the fact that I am not only trying to change a current opinion about the field.  I want to make sure that if I can convince them to further pursue computer science, they will not leave again as soon as they run into the issues that might have kept them away now.  In other words, I want to prepare them for what may come next.

Based on this, I knew I had to dig deeper so I could try to modify my approach instead of dropping that section altogether.  I found the research that Jim was talking about: a paper called Managing social norms for persuasive impact.  It describes a study on what type of messaging is most effective when trying to convince people to behave a certain way (in this case, to stop people from stealing wood from a petrified forest).

There are two main ways of illustrating the type of behaviour you want from people.  You can use descriptive norms, which make use of what people are currently doing.  Public health campaigns use this often: "more than 3 million youths in the US smoke and ... 3,000 become regular smokers each day."  Alternatively, you can use injunctive norms, which focus on what people ought to do.  For example, "don't leave your campfire."

Previous theories as well as this particular study have shown that the most effective type of messaging is not descriptive, but injunctive, for the reason Jim mentioned above.  Further, it is much more effective to use negative wording rather than positive (e.g. "don't leave your campfire" vs. "stay with your campfire").  This is interesting given how many campaigns meant to persuade people ignore this advice.

In my case, it seems clear that focusing on the actual number of women who don't go into computer science is a mistake, given the descriptive nature.  The girls in my audience may focus on that and think, "well if no other women go into computer science, why should I?" The follow-up discussion may counteract that, but why risk it?

If I still want to address the issue in some way, I need to find an injunctive way to do it.  I think it may be possible to do this by focusing on what we want the girls to do: try computer science.  A negatively worded question I came up with is this:

What would stop you from trying and enjoying computer science?

I think this avoids the issue of focusing on women who don't go into CS, yet allows us to explore the issues they might face later on.

What do you think? Is there a better way to approach this problem that fits with the research? Where can you switch your own messaging from descriptive to injunctive?

Friday, August 2, 2013

A Picture of Me Dancing With Graphs

On Wednesday, I did my annual mentoring with Girls @ Virtual Ventures, the all-female section of the popular science and engineering camp held at Carleton.  As usual, the girls made a wonderful audience as I told them what computer science was, had them discuss why there aren't more women in CS (and why it mattered; things got intense!), and ran the CS Unplugged searching activity.


This photo was posted on the Virtual Ventures Twitter account.  I like it; it looks like I'm dancing with graphs. :)

In other news, my post about how improving CS education improves it for everyone was featured on the blog of the Ontario NSERC Chair for Women in Science and Engineering.  Stay tuned for an original, more personal post to appear there later this month.