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Our Research

  • November, 2024

    Building robust teacher-led professional learning communities for computer science educators: Insights from CSTA chapters in the U.S.

    This study investigated the types of support CSTA chapters provide, how teacher leaders establish local PLCs and engage teachers of computer science, and the challenges encountered in this process.


  • May, 2024

    An Automated, Unobtrusive, Formative Assessment of Creativity in a Computer Science and Music Remixing Learning Environment

    In this study, we designed and validated an automated, unobtrusive, formative assessment of creativity in EarSketch, a computational music remixing platform where students learn to write Python or JavaScript code to create pieces of music.


  • May, 2024

    Testing, Socializing, Exploring: Characterizing Middle Schoolers’ Approaches to and Conceptions of ChatGPT

    Conference: CHI ’24: CHI Conference on Human Factors in Computing Systems


  • April, 2024

    Equity Pedagogies in CSed: A Critical-Sociocultural and Humanizing Perspective for Latinx Youth

    Conference: RESPECT


  • March, 2024

    Developing Computational Thinking in Middle School Music Technology Classrooms

    Conference: SIGCSE 2024: The 55th ACM Technical Symposium on Computer Science Education


  • March, 2024

    Multi-Pronged Pedagogical Approaches to Broaden Participation in Computing and Increase Students’ Computing Persistence: A Robustness Analysis of the STARS Computing Corps’ Impact on Students’ Intentions to Persist in Computing

    Conference: SIGCSE 2024: The 55th ACM Technical Symposium on Computer Science Education


  • March, 2024

    Integrating Natural Language Processing in Middle School Science Classrooms: An Experience Report

    Conference: SIGCSE 2024: The 55th ACM Technical Symposium on Computer Science Education


  • December, 2023

    Retaining Black Women in Computing: A Comparative Analysis of Interventions for Computing Persistence

    Black women remain severely underrepresented in computing despite ongoing efforts to diversify the field.


  • August, 2023

    Complementary Roles of Note-Oriented and Mixing-Oriented Software in Student Learning of Computer Science Plus Music

    This study looks at two different learning platforms for computer science and music (CS-plus-music), TunePad and EarSketch, which were used by middle school students during a week-long virtual summer camp.


  • July, 2023

    Computational Thinking and The Algebra Project: From Voice to Agency

    Through our work to examine mathematical and computational learning in authentic and convivial contexts that requires creativity, imagination, reasoning, and discourse, we have theorized an experiential learning cycle that attends to the development of voice, agency, and identity needed in young people for an earned insurgency—the right to demand change.


  • June, 2023

    AI Made by Youth: A Conversational AI Curriculum for Middle School Summer Camps

    In this experience report, we describe a summer camp curriculum designed for middle school learners composed of general AI lessons, unplugged activities, conversational AI lessons, and project activities in which the campers develop their own conversational agents.


  • June, 2023

    Exposing Oversights in the Collection, Analysis, and Reporting of Demographic Data

    2023 Conference on Research in Equitable and Sustained Participation in Engineering, Computing, and Technology (RESPECT)


  • June, 2023

    A Less Diverse Pool of Computer Science Teachers, but More Diverse Professional Learning Experiences

    Conference: 2023 Conference on Research in Equitable and Sustained Participation in Engineering, Computing, and Technology (RESPECT)


  • April, 2023

    Latinx Culture, Music, and Computer Science Remix in a Summer Camp Experience: Results from a Pilot Study

    The current paper describes the program components and provides evaluation results from the pilot summer program implementation, held virtually in Atlanta and Puerto Rico during the COVID pandemic.


  • March, 2023

    A Summer Camp Experience to Engage Middle School Learners in AI through Conversational App Development

    Conference: SIGCSE 2023: The 54th ACM Technical Symposium on Computer Science Education


  • March, 2023

    Who is teaching computer science? understanding professional identity of American computer science teachers through a national survey

    Objective: This study aims to understand the landscape of CS teachers in the United States, the professional identity they hold, and how their background and teaching context are associated with their CS teacher identity.


  • March, 2023

    Lessons and Challenges in Supporting CS Teachers through Local Communities: CS Teacher Leaders’ Perceptions

    Conference: SIGCSE 2023: The 54th ACM Technical Symposium on Computer Science Education


  • December, 2022

    AI Made By Youth: A Conversational AI Curriculum for Middle School Summer Camps

    As artificial intelligence permeates our lives through various tools and services, there is an increasing need to consider how to teach young learners about AI in a relevant and engaging way. One way to do so is to leverage familiar and pervasive technologies such as conversational AIs.


  • August, 2022

    Investigating the Relationship Between Dialogue States and Partner Satisfaction During Co-Creative Learning Tasks

    Collaborative learning offers numerous benefits to learners, largely due to the dialogue that is unfolding between them. However, there is still much to learn about the structure of collaborative dialogue, and especially little is known about co-creative dialogues during learning.


  • March, 2022

    The Relationship between Co-Creative Dialogue and High School Learners’ Satisfaction with their Collaborator in Computational Music Remixing

    Co-creative proccesses between people can be characterized by rich dialogue that carries each person’s ideas into the collaborative space. When people co-create an artifact that is both technical and aesthetic, their dialogue reflects the interplay between these two dimensions. However, the dialogue mechanisms that express this interplay and the extent to which they are related…


  • March, 2022

    Active Prolonged Engagement EXpanded (APEX): A Toolkit for Supporting Evidence-Based Iterative Design Decisions for Collaborative, Embodied Museum Exhibits

    This article presents Active Prolonged Engagement eXpanded (APEX), a framework and toolkit for informing evidence-based decisions about the iterative design of embodied, collaborative museum exhibits.


  • August, 2021

    Understanding Professional Identity of Computer Science Teachers: Design of the Computer Science Teacher Identity Survey

    Objectives: This exploratory study attempts to operationalizecomputer science teacher identity through discussing the poten-tial domains, proposing and testing a quantitative instrument forassessing computer science teachers’ professional identity.


  • June, 2021

    Discovering Co-creative Dialogue States During Collaborative Learning

    Many important forms of collaborative learning are co-creative in nature. AI systems to support co-creativity in learning are highly underinvestigated, and very little is known about the dialogue mechanisms that support learning during collaborative co-creativity. To address this need, we analyzed the structure of collaborative dialogue between pairs of high school students who co-created music…


  • March, 2021

    Leveraging Prior Computing and Music Experience for Situational Interest Formation

    Conference: SIGCSE ’21: The 52nd ACM Technical Symposium on Computer Science Education


  • March, 2021

    Supporting CS Teachers through Local Communities: Perceptions of CSTA Chapter Leaders

    Poster


  • March, 2021

    Assessing Professional Identity of Computer Science Teachers: Design and Validation of the CS Teacher Identity Survey

    Objectives: This exploratory study attempts to operationalizecomputer science teacher identity through discussing the poten-tial domains, proposing and testing a quantitative instrument forassessing computer science teachers’ professional identity.


  • July, 2020

    Cultural Clash: Exploring How Studio-Based Pedagogy Impacts Learning for Students in HCI Classrooms

    Conference: DIS ’20: Designing Interactive Systems Conference 2020


  • April, 2020

    Out of Tune: Discord and Learning in a Music Programming Museum Exhibit

    Museum visitors often come into the museum space receptive to exploring new ideas, and this may encourage members of visitor groups to be supportive and cooperative when engaging together with exhibits. However, as participant groups explore the concepts of the exhibit, interruptions, conflicts, or disagreements may result.


  • January, 2020

    Promoting intentions to persist in computing: an examination of six years of the EarSketch program

    Objective: To test the effectiveness of EarSketch in promoting intentions to persist, particularly among female students and under-represented minority students.


  • August, 2019

    EarSketch: engaging broad populations in computing through music

    EarSketch leverages the appeal of music to create a learning environment that allows students to be expressive with code.


  • July, 2019

    Exploring the Correlation Between Teacher Pedagogical Content Knowledge and Content Knowledge in Computer Science Classrooms

    Educators have long claimed that pedagogical content knowledge (PCK), ways of presenting a subject that make it comprehensible to others, is a critical element of student academic success. This poster presents findings from a preliminary study of Computer Science Principles teachers that demonstrate a significant correlation between teacher PCK and student content knowledge.


  • July, 2019

    Accounting for Pedagogical Content Knowledge in a Theory of Change Analysis

    Educators have long claimed that pedagogical content knowledge (PCK), ways of presenting a subject that make it comprehensible to others, is a critical element of student academic success. This paper presents an exploratory study finding that PCK significantly correlates with students’ computer science (CS) content knowledge acquisition while teacher CS content knowledge does not.


  • July, 2019

    Defining What Empirically Works Best: Dynamic Generation of Meta-Analysis for Computer Science Education

    Conference: the 2019 ACM Conference


  • June, 2019

    Trajectories of Physical Engagement and Expression in a Co-Creative Museum Installation

    This article reports on a study of how family groups physically interact in a museum environment with a specific co-creative exhibit–TuneTable.


  • March, 2019

    A Gap Analysis of Noncognitive Constructs in Evaluation Instruments Designed for Computing Education

    A growing body of evidence indicates that there is a deep effect of noncognitive factors on academic achievement and learning. In this study, we analyzed a set of 31 evaluation instruments designed to measure noncognitive constructs (e.g., self-efficacy, confidence, motivation) within computing education.


  • February, 2019

    A Gap Analysis of Noncognitive Constructs in Evaluation Instruments Designed for Computing Education

    A growing body of evidence indicates that there is a deep effect of noncognitive factors on academic achievement and learning. In this study, we analyzed a set of 31 evaluation instruments designed to measure noncognitive constructs (e.g., self-efficacy, confidence, motivation) within computing education.


  • February, 2019

    Implementing EarSketch: Connecting Classroom Implementation to Student Outcomes

    The expansion of computer science into more classrooms invites researchers and evaluators to shift their focus from predominantly measuring student-level factors to measuring both student- and classroom-level variables. Research presented in this article uses multi-level modeling to study student-level factors within the larger context of classroom-level factors.


  • February, 2019

    Assessing the Attitudes Towards Computing Scale: A Survey Validation Study

    Students who have positive attitudes towards computing are more likely to intend to persist in computing and ultimately persist in computing. Thus, this study describes the development and assessment of the Attitudes Towards Computing Scale, which was developed based on Williams et al. [20] Computer Science Attitude Survey.


  • February, 2019

    Fostering State-level Change In CS Education: The Expanding Computing Education Pathways Alliance

    Efforts to improve and promote CS education characterized by greater participation of underrepresented groups have taken off sharply in the six years since the Expanding Computing Education Pathways (ECEP) NSF alliance was first funded.


  • February, 2018

    Using Music to Engage Students in an Introductory Undergraduate Programming Course for Non-Majors

    EarSketch is a curriculum and learning environment designed to engage diverse student populations in introductory computing courses through an approach that connects coding and computational thinking with the composition, production, and remixing of popular music.


  • February, 2018

    Authenticity and Personal Creativity: How EarSketch Affects Student Persistence

    STEAM education is an approach to engage students in STEM topics by prioritizing personal expression, creativity, and aesthetics. EarSketch, a collaborative and authentic learning tool, introduces students to programming through music remixing, has previously been shown to increase student engagement, and increases learner’s intentions to persist in computing.


  • February, 2018

    Helping Underrepresented Students Succeed in AP CSA and Beyond

    Rise Up 4 CS was created at Georgia Tech in the spring of 2013 to help African American students succeed in their Advanced Placement (AP) Computer Science A (CSA) high school course and on the exam. The AP CSA course is intended to be equivalent to a college level CS1 course.


  • February, 2018

    Repositories You Shouldn’t Be Living Without

    Over the last few years, a number of repositories of information relevant to the computing education community have come online, each with different content and purpose. In this special session, we present an overview of these repositories and the content that each provides.


  • March, 2017

    Creativity in Authentic STEAM Education with EarSketch

    STEAM education is a method for driving student engagement in STEM topics through personal expression, creativity and aesthetics. EarSketch, a collaborative and authentic learning tool which introduces students to programming through music remixing, has previously been shown to enhance student engagement and intent to persist in computing.


  • January, 2017

    Incorporating music into an introductory college level programming course for non-majors

    Conference: 2017 IEEE Integrated STEM Education Conference (ISEC)


  • September, 2016

    EarSketch: A STEAM-Based Approach for Underrepresented Populations in High School Computer Science Education

    This article presents EarSketch, a learning environment that combines computer programming with samplebased music production to create a computational remixing environment for learning introductory computing concepts.


  • June, 2016

    EarSketch: An Authentic, STEAM-based Approach to Computing Education

    Demand for computer scientists is robust, but the pipeline for producing them is not. US universities are only meeting about a third of demand for computer scientists, and recruiting a diverse student body is a struggle; the number of women in computer science has actually declined in the past decade.


  • November, 2015

    Securing evidence-based digital resources for the classroom: Findings and lessons learned from a pilot study conducted at Fulton County Schools (FCS) in partnership with Digital Promise and Sagefox Consulting

    A recent study published by Digital Promise found that school decision makers rely heavily on pilot tryouts of learning software programs for making procurement decisions.


  • August, 2015

    Helping African American students pass advanced placement computer science: A tale of two states

    Conference: 2015 Research in Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT)


  • August, 2015

    EarSketch: A STEAM approach to broadening participation in computer science principles

    The EarSketch computer science learning environment and curriculum (http://earsketch.gatech.edu) seeks to increase and broaden participation in computing using a STEAM (STEM + Arts) approach.


  • November, 2014

    Preparing secondary computer science teachers through an iterative development process

    An enormous challenge to computing education in secondary schools worldwide is the lack of secondary computer science teachers. The Institute for Computing Education (ICE) has been offering teacher professional development in an attempt to increase the quantity and quality of secondary computing teachers in Georgia in the United States of America since 2004.


  • June, 2014

    Georgia Computes! An Intervention in a US State, with Formal and Informal Education in a Policy Context

    Georgia Computes! (GaComputes) was a six-year (2006-2012) project to improve computing education across the state of Georgia in the United States, funded by the National Science Foundation. The goal of GaComputes was to broaden participation in computing and especially to engage more members of underrepresented groups which includes women, African Americans, and Hispanics.


  • March, 2014

    Saving Face While Geeking Out: Video Game Testing as a Justification for Learning Computer Science

    Why would individuals who are capable of learning opt not to? Learning is important for stability and success. It would seem rational that students in groups that are frequently underrepresented or marginalized would be motivated to learn.


  • March, 2014

    The challenges of using a MOOC to introduce absolute beginners to programming on specialized hardware

    Educational Robotics for Absolute Beginners is a MOOC designed to introduce K-12 teachers with no prior computer science or robotics experience to the basics of LEGO NXT Robot programming.


  • March, 2014

    Engaging underrepresented groups in high school introductory computing through computational remixing with EarSketch

    In this paper, we describe a pilot study of EarSketch, a computational remixing approach to introductory computer science, in a formal academic computing course at the high school level. The EarSketch project provides an integrated curriculum, Python API, digital audio workstation (DAW), audio loop library, and social sharing site.


  • March, 2014

    Sneaking in through the back door: Introducing K-12 teachers to robot programming

    Few question the need to offer excellent programs in computer science at the Bachelors and Graduate Levels. But computer science is not just for computer scientists! An understanding of key computer science concepts is essential to comprehending the underpinnings of what drives much of the culture and environment that students will encounter upon graduation.


  • March, 2014

    Project rise Up 4 CS: Increasing the number of black students who pass advanced placement CS A

    This paper describes Project Rise Up 4 CS, an attempt to increase the number of Black students in Georgia that pass the Advanced Placement (AP) Computer Science (CS) A exam.


  • August, 2013

    EarSketch: An integrated approach to teaching introductory computer music

    EarSketch is an all-in-one approach to supporting a holistic introductory course to computer music as an artistic pursuit and a research practice. Targeted to the high school and undergraduate levels, EarSketch enables students to acquire a strong foundation in electroacoustic composition, computer music research and computer science.


  • April, 2013

    Altering CS perceptions: using personal robots to change attitudes, increase confidence, and expand knowledge

    We report the most recent findings of our CS education initiative to teach core programming principles to middle and high school students through the use of personal robots. The program was focused on the use of web-based educational tutorials, in conjunction with personal robots, to deliver program content.


  • March, 2013

    Tackling engagement in computing with computational music remixing

    In this paper, we describe EarSketch, an integrated curriculum, software toolset, and social media website, grounded in constructionist principles, that targets introductory high school computing education.


  • March, 2013

    Workifying games: Successfully engaging african american gamers with computer science

    We report on the implementation and evaluation of a three-year program to increase interest in studying computer science (CS) among African American male high school students. Over the course of 3 years, the Glitch Game Tester (Glitch) program employed 25 African American male high school students.


  • October, 2012

    Common Core Indicators for Describing Alliance Programs

    Under growing scrutiny among policymakers, many NSF program officers ask evaluators to design, collect, and report on a set of indicators common across a portfolio of programs. This presentation specifically addresses the issues of establishing, reporting, and ultimately using common, core indicators.


  • September, 2012

    A Statewide survey on computing education pathways and influences: Factors in broadening participation in computing

    In computing education, we have only just started developing methods for accurately measuring a student’s understanding of introductory computing, let alone characterizing a whole classroom, school, or university system.


  • February, 2012

    Effective and sustainable computing summer camps

    But, it is not enough to offer computing summer camps and hope that students like them. The camps should be effective by some measure, such as broadening participation by underrepresented groups and/or increasing learning.


  • February, 2012

    Initiatives to support systemic change for women in undergraduate computing

    The National Center for Women & Information Technology (NCWIT) Extension Services for Undergraduate Programs (ES-UP) has created a large group of trained consultants (ESCs) and clients who are passionate about women’s participation in computing.


  • May, 2011

    African American men constructing computing identity

    Many young African American males have a passion for video games, but they don’t often translate that passion into learning about computing. Part of the problem is that they do not identify with computing as a social norm within their peer group.


  • September, 2010

    How Do Computing Faculty Adopt Curriculum Innovations? The Story from Instructors

    This paper presents the findings of an exploratory, qualitative study revealing computing instructors’ experience in adopting curriculum innovations. We interviewed eight instructors a year after they attended workshops on several innovative introductory Computer Science (intro CS) courses at undergraduate level.


  • June, 2010

    Girl Scouts Comput

    In this paper, we describe our attempt to attract more girls to computing by working with the Girl Scouts. We describe the types of outreach we have done with the Girl Scouts and the results of our efforts.


  • April, 2009

    “Georgia Computes!”: Improving the computing education pipeline

    Computing education suffers from low enrollment and a lack of diversity. Both of these problems require changes across the entire computing education pipeline. The “Georgia Computes!” alliance, funded by the National Science Foundation’s Broadening Participation in Computing program, seeks to improve the computing education pipeline in Georgia.


  • March, 2009

    “Georgia computes!”

    Computing education suffers from low enrollment and a lack of diversity. Both of these problems require changes across the entire computing education pipeline.


  • January, 2009

    Glitch Game Testers: African American Men Breaking Open the Console

    Glitch Game Testers is a research project to develop a sustainable high school job program to train and employ high school students as game testers (1). Our goal is to leverage the passion that young urban African American men have for video games into agency with technology.


  • May, 2008

    How CS Teachers Change? The Story from Teachers

    In this paper, we present the results of an interview study revealing how Computer Science (CS) teachers create change. We interviewed eight teachers about a year after they attended our workshops on several innovative introductory CS courses.


  • January, 2008

    Why can’t poor kids learn? Socioeconomic status and student achievement

    Conference: American Evaluation AssociationAt: Denver, CO


  • January, 2002

    Cognitive Presence in Online Discussions: A Content Analysis of eCore Courses Using a Neural Network

    Conference: World Conference on Educational Multimedia, Hypermedia and TelecommunicationsVolume: 2002


  • October, 2001

    5th International Symposium on Wearable Computers

    Authors: Chris Thompson, Tom Mcklin, Jennifer Ockerman, Elke Reuss, Marino Menozzi Citation:Thompson, Chris & Mcklin, Tom & Ockerman, Jennifer & Reuss, Elke & Menozzi, Marino. (2023). 5th International Symposium on Wearable Computers.


  • June, 2001

    Cognitive presence in web-based learning: A content analysis of students’ online discussions

    Authors: Tom Mcklin, S. Harmon, W. Evans, M. Jones Citation:Mcklin, Tom & Harmon, S. & Evans, W. & Jones, M.. (2023). Cognitive presence in web-based learning: A content analysis of students’ online discussions. 8-12.


  • April, 2001

    Voice recognition for high noise industrial plant procedure automation applications of body wearable computers

    Authors: John Thompson, Chris Thompson, Jennifer Ockermann, Tom Mcklin Citation:Thompson, John & Thompson, Chris & Ockermann, Jennifer & Mcklin, Tom. (2023). Voice recognition for high noise industrial plant procedure automation applications of body wearable computers.


  • January, 2001

    Cognitive Presence in Web-Based Learning: A Content Analysis of Students’ Online Discussions

    This first phase of a content analysis of online, asynchronous, educational discussions is designed to generate a method for automatically categorizing messages into cognitive categories using neural network software.


  • November, 1998

    An Interactive Learning Tool for Dynamic Systems and Control

    Although there are many stimulating and practical applications for system dynamics and automatic control, students often find the material too abstract, too mathematical, and difficult to master when it is presented in lectures.


About the Findings Group

Welcome to The Findings Group, your ultimate partners for all things evaluation and research for your STEM education project. We pride ourselves in being hands-on, working with you from proposal to project end to co-design and tailor the evaluation experience to your specific needs. If you’re seeking professional external evaluators who focus on transformative and actionable insights and who are reliable and steadfast partners, please reach out! We would love to support you and your project.

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