In K-12 computing education, there is a need to identify and teach concepts that are relevant to understanding machine learning technologies. Studies of teaching approaches often evaluate whether students have learned the concepts. However, scant research has examined whether such concepts support understanding digital artefacts from everyday life and developing agency in a digital world. This paper presents a qualitative study that explores students’ perspectives on the relevance of learning concepts of data-driven technologies for navigating the digital world. The underlying approach of the study is data awareness, which aims to support students in understanding and reflecting on such technologies to develop agency in a data-driven world. This approach teaches students an explanatory model encompassing several concepts of the role of data in data-driven technologies. We developed an intervention and conducted retrospective interviews with students. Findings from the analysis of the interviews indicate that students can analyse and understand data-driven technologies from their everyday lives according to the central role of data. In addition, students’ answers revealed four areas of how learning about data-driven technologies becomes relevant to them. The paper concludes with a preliminary model suggesting how computing education can make concepts of data-driven technologies meaningful for students to understand and navigate the digital world.
Information technology (IT) is transforming the world. Therefore, exposing students to computing at an early age is important. And, although computing is being introduced into schools, students from a low socio-economic status background still do not have such an opportunity. Furthermore, existing computing programs may need to be adjusted in accordance to the specific characteristics of these students in order to help them to achieve the learning goals. Aiming at bringing computing education to all middle and high-school students, we performed a systematic literature review, in order to analyze the content, pedagogy, technology, as well as the main findings of instructional units that teach computing in this context. First results show that these students are able to learn computing, including concepts ranging from algorithms and programming languages to artificial intelligence. Difficulties are mainly linked to the lack of infrastructure and the lack of pre-existing knowledge in using IT as well as creating computing artifacts. Solutions include centralized teaching in assistive centers as well as a stronger emphasis on unplugged strategies. However, there seems to be a lack of more research on teaching computing to students from a low socio-economic status background, unlocking their potential as well to foster their participation in an increasing IT market.
Although Machine Learning (ML) is used already in our daily lives, few are familiar with the technology. This poses new challenges for students to understand ML, its potential, and limitations as well as to empower them to become creators of intelligent solutions. To effectively guide the learning of ML, this article proposes a scoring rubric for the performance-based assessment of the learning of concepts and practices regarding image classification with artificial neural networks in K-12. The assessment is based on the examination of student-created artifacts as a part of open-ended applications on the use stage of the Use-Modify-Create cycle. An initial evaluation of the scoring rubric through an expert panel demonstrates its internal consistency as well as its correctness and relevance. Providing a first step for the assessment of concepts on image recognition, the results may support the progress of learning ML by providing feedback to students and teachers.
In today’s society, creativity plays a key role, emphasizing the importance of its development in K-12 education. Computing education may be an alternative for students to extend their creativity by solving problems and creating computational artifacts. Yet, there is little systematic evidence available to support this claim, also due to the lack of assessment models. This article presents SCORE, a model for the assessment of creativity in the context of computing education in K-12. Based on a mapping study, the model and a self-assessment questionnaire are systematically developed. The evaluation, based on 76 responses from K-12 students, indicates a high internal reliability (Cronbach’s alpha = 0.961) and confirmed the validity of the instrument suggesting only the exclusion of 3 items that do not seem to be measuring the concept. As such, the model represents a first step aiming at the systematic improvement of teaching creativity as part of computing education.
Although Machine Learning (ML) has already become part of our daily lives, few are familiar with this technology. Thus, in order to help students to understand ML, its potential, and limitations and to empower them to become creators of intelligent solutions, diverse courses for teaching ML in K-12 have emerged. Yet, a question less considered is how to assess the learning of ML. Therefore, we performed a systematic mapping identifying 27 instructional units, which also present a quantitative assessment of the students’ learning. The simplest assessments range from quizzes to performance-based assessments assessing the learning of basic ML concepts, approaches, and in some cases ethical issues and the impact of ML on lower cognitive levels. Feedback is mostly limited to the indication of the correctness of the answers and only a few assessments are automated. These results indicate a need for more rigorous and comprehensive research in this area.