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A Bilingual, Culturally Relevant Video Game for Teaching Middle School Computational Thinking

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 2

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Presenters

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Assistant Professor
University of Texas at El Paso
Monika Akbar is an Assistant Professor at the Department of Computer Science at The University of Texas at El Paso (UTEP). Her research expertise includes information integration and analytics and CS education. In CS education area, she studies the impact of games and gamification on student engagement. The Sol y Agua game, developed at UTEP by the CS undergraduate students, introduces computational thinking to K-12 students of the Paso del Norte region in an environmentally and linguistically relevant way. The long-term goal of this project is to increase engagement of minority students in computing.
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Teacher
Guillen Middle School
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Principal
Young Women’s STEAM Academy
@ccontive
Come learn how educators integrated computational thinking experiences within a middle school curriculum while honoring students’ native language. Teachers will share the process for developing curriculum that accentuated the female perspective as well as the intentional focus on Latinx, bilingual students‘ preferred language while exploring and participating with the curriculum.

Session description

Learn how educators integrated computational thinking experiences within a middle school curriculum, while honoring students’ native language. Teachers will share the process for developing curriculum that accentuated the female perspective, as well as the intentional focus on students' preferred language, while exploring and participating with the curriculum.

Purpose & objective

The purpose of this poster is to provide an overview on best practices associated with lesson planning/instructional activities through the development of problem-based learning (PBL) curriculum. The PBL was designed within the context of a culturally relevant game that integrated computational thinking and translanguaging. Presenters will give access to the web-based game and provide samples of the curriculum developed. Most importantly, the presenters will describe the curriculum writing process which included reflecting and revising lesson plans based on feedback from colleagues/peers, students, and experts in the field.

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Outline

Attendees will walk away with a model for creating culturally relevant curriculum that integrates computational thinking, providing access to underrepresented students including young women and Latin-x, emergent bilingual learners.

-Our presenters will open the session by stating the driving question (5 min)
-Introduction of Presenters (5 min)
-Our story- how the team came together and what areas each represent (10 min)
-Showcase of web based game (5 min)
-Curriculum Design & Timeline (5 min)
-Challenges and Adaptations of the timeline (10 min)
-Curriculum Development Process (10 min)
-Same Modules/Curriculum (10 min)
-Data Collection & Finding (10 min)
-Next Steps (10 min)
-Q & A (10 min)

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Supporting research

Akbar, M., Mortimer, K., Navarrete, G., Galvan, S., Molina, G., Reyes, R., Ontiveros, C., Gray, S., Escandon, S., Lyons, M., Delgado, P., Medrano, V., Kneedler, H., Benitez, P., Ramirez, J., Vazquez, and Anderson, M. (2022). The Sol y Agua RPP: A Bilingual and Culturally Responsive Approach to Introduce Computational Thinking in Middle School. In Proceedings of the 53rd ACM Technical Symposium on Computer Science Education V. 2 (SIGCSE 2022). Association for Computing Machinery, New York, NY, USA, 1096. https://doi.org/10.1145/3478432.3499050
Barr, V., & Stephenson, C. (2011) Bringing computational thinking to K-12: What is involved and what is the role of the computer science education community? ACM Inroads, 2, 48-54.
Eglash, Ron, Juan E. Gilbert, and Ellen Foster. 2013. “Toward Culturally Responsive Computing Education.” Communications of the ACM 56 (7): 33–36.
García, O., & Li Wei. (2015). Translanguaging: Language, bilingualism, and education. London: Palgrave Macmillan.
Gay, G. (2010). Culturally Responsive Teaching, 2e. New York: Teachers College Press.
Grover, S., & Pea, R. (2013). Computational Thinking in K–12: A Review of the State of the Field. Educational Researcher, 42(1), 38–43. https://doi.org/10.3102/0013189X12463051
Kafai, Y. B., & Proctor, C. (2022). A Revaluation of Computational Thinking in K–12 Education: Moving Toward Computational Literacies. Educational Researcher, 51(2), 146–151. https://doi.org/10.3102/0013189X211057904
Ladson-Billings, G. (1995b). Toward a theory of culturally relevant pedagogy. American Educational Research Journal, 32, 465-491.
Ladson-Billings, G. (2014). Culturally relevant pedagogy 2.0: a.k.a. the remix. Harvard Educational Review, 84(1), 74-84.
Yadav, A. & Berthelsen, U.D. (Eds.) (2022). Computational Thinking in Education: A Pedagogical Perspective. New York: Routledge.

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Session specifications

Topic:
Computer science & computational thinking
Grade level:
6-12
Skill level:
Beginner
Audience:
Curriculum/district specialists, Teachers, Teacher education/higher ed faculty
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
None
Subject area:
ELL, STEM/STEAM
ISTE Standards:
For Students:
Computational Thinker
  • Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
  • Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.
  • Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.