5 Matching Annotations
  1. Feb 2018
    1. Although these are suggestions, theyrepresent how the girls were independently assessing the small next step intheir learning pathway and connecting that step with their personal interestsor goals. Even the girls who did not yet assign themselves an identity as acreator described their creative experiences:“I don’t create stuff. I just dowhat they tell me to do and create...I try to create it and then try my best”[20150516_LEinterview_Cedar_Siena]. There is a direct relationshipbetween youth’s identity as a creator and their appropriation of the learningprocess, as they make plans to learn more and seek out resources to do so(Barron et al.,2014)

      I understand this sentiment. Participating in an activity but not claiming the identity that may come with it. Reminds me of the "I play games but am not a gamer mindset".

    2. TABLE 1A Selection of Codes Grouped by Code Type an

      Really appreciate the table which helps not only describe their process in more depth but helps the readers understanding of their results.

    3. The modularcurriculum is clustered into three project families (e-fashion, e-paper, ande-dance) that interweave computational and digital literacies through the devel-opment of creative artifacts.

      I am curious how they decided on these three projects. It sort of reminds me of the "Pink" game movement in Video games. Where games were tailored to being girl centric but lacked depth. Not saying that is what is happening here but am curious about the agency some of the students had here if these projects did not align with their interest.

    4. Hidi and Renninger’s (2006) model is useful for thinking about how toconstruct a task environment that may spark interest in a novel activity or domainand what may be necessary to shift that initial interest into a longer term interest.

      Important design aspect. Learning scientists are attempting an intervention that will teach kids X,Y,Z. There could be problems with how that is related to what kids find exciting or that will find truly exciting. (Thinking about the standard lab experiences in high school science classes which are done by the book. Not really experimenting).

    5. Early opportunities to experience and become interested in STEM are not readilyavailable to all students (Goode,2007; Margolis, Estrella, Goode, Jellison Holme, &Nao,2008). In particular, nondominant girls and youth from areas of lower socio-economic status have limited access to in- and out-of-school opportunities andresources that have the potential to build their computational fluencies (Goode,2007; Margolis et al.,2008; Margolis & Fisher,2002; Warschauer & Matuchniak,2010; Watkins,2012)

      They allude later but there are so many layers here. Availability of experiences, the "cool" factor when girls begin to make their own decisions. Socialization of activities (gaming as seen as a boys activity)