About
18
Publications
5,446
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
358
Citations
Current institution
Publications
Publications (18)
Assessment of student learning is crucial to capture accurately student understanding of core concepts and competencies as well as to provide relevant feedback for informing teaching and learning. Yet, many instructors in two-year and four-year undergraduate institutions rarely have pedagogical training to design fair instruction and assessments. T...
The Innovate to Mitigate project adapts crowdsourcing to support project-based STEM education, posing design challenges for secondary-school students to design feasible innovative strategies to mitigate CO2 emissions and thus global warming. The paper presents evidence that the web-mediated communities of practice support learning of STEM concepts...
The Innovate to Mitigate project adapts crowdsourcing to support project-based STEM education, posing design challenges for secondary-school students to design feasible innovative strategies to mitigate CO2 emissions and thus global warming. The paper presents evidence that the web-mediated communities of practice support learning of STEM concepts...
The Innovate to Mitigate project adapts crowdsourcing to support project-based STEM education, posing design challenges for secondary-school students. Students are charged with designing feasible innovative strategies to mitigate CO2 emissions and thus global warming. The paper draws on data from 3 project teams. The paper presents evidence that a...
The Innovate to Mitigate project adapts crowdsourcing to support project-based STEM education, posing design challenges for secondary-school students to design feasible innovative strategies to mitigate CO2 emissions and thus global warming. The paper presents evidence that the web-mediated communities of practice support learning of STEM concepts...
Background and Context: The Inclusive Assessment of Computational Thinking (CT) designed for accessibility and learner variability was studied in over 50 classes in US schools (grades 3-8). Objective: The validation studies of IACT sampled thousands of students to establish IACT’s construct and concurrent validity as well as test-retest reliability...
Research on the use of digital games suggests they can enhance students’ learning; however, teachers often play an important role in mediating gameplay and a game’s educational goals. The purpose of the study was to investigate implementation approaches of nine biology teachers using an immersive digital game in their science classes, focusing on f...
There has been growing interest in assessing computational thinking (CT) across diverse learners beyond the traditional forms of tests and assignments. Learning games offer the potential for innovative, stealth assessments of students' implicit learning from gameplay behaviors. This paper reports on the measurement of implicit CT practices demonstr...
This paper reports on a research study of 45 classes in US schools (grades 3-8) using Zoombinis, a popular Computational Thinking (CT) learning game for ages 8 to adult. The study examined the relationship among student gameplay, related classroom activity, and the development of students' CT practices in Zoombinis classes. A combination of researc...
Digital games provide engaging opportunities to support and assess implicit learning—the development of tacit knowledge and practices that may not be explicitly articulated by the learner. The assessment of implicit learning reveals learning not captured by traditional tests and may be critical to meet the needs of a broad range of neurodiverse lea...
Players can build implicit understanding of challenging scientific concepts when playing digital science learning games [7]. In this study, we examine implicit computational thinking (CT) skills of 72 upper elementary and middle school students and 10 computer scientists playing a game called Pizza Pass. We report on the process of creating automat...
The purpose of this descriptive study was to examine teacher instructional dilemmas and opportunities that emerged when students worked with interactive computer‐based simulation models during the High‐Adventure Science (HAS) project. The intervention included the HAS digital curriculum, designed for grades 7–12. Each curricular unit was framed to...
Players can build implicit understanding of challenging scientific concepts when playing digital science learning games [1]. In this study, we examine implicit computational thinking (CT) skills among upper elementary and middle school students during Zoombinis gameplay. We report on the development of a human labeling system for gameplay evidence...
In this study we examine how playing Zoombinis can help upper elementary and middle school learners build implicit computational thinking (CT) skills. Building on prior methods used with the digital science learning games, Impulse and Quantum Spectre, we are combining video analysis and educational data mining to identify implicit computational thi...
Both parents and important non-parental adults have influential roles in promoting positive youth development (PYD). Little research, however, has examined the simultaneous effects of both parents and important non-parental adults for PYD. We assessed the relationships among youth-reported parenting profiles and important non-parental adult relatio...
The goal of developmental science is to describe, explain, and optimize changes within individuals and differences between individuals across the life span. Contemporary developmental science is framed in the main by relational developmental systems models, conceptions that emphasize that change across life occurs through mutually regulative relati...