Embracing the SPIRIT of Computing Alka Harriger Purdue University USA harrigea@purdue.edu Abstract: Increasing student interest in STEM remains an important goal for America. Fortunately, it is possible to attract students to STEM through non-STEM teachers who use technology and computing tools in interesting ways while teaching their subject matter. This paper will describe the key elements of a professional development program designed to equip middle and high school teachers with the skills necessary to implement Alice-based lessons in their classes. Teachers also learned about computing career opportunities as well as used many other computing tools. Alice is a three-dimensional programming environment that can be used to create engaging, interactive stories and games. Although the content of the lessons were in the subject areas of the teachers, by using Alice the teachers exposed students to a fun and useful computing application. Teacher’s feedback showed that their implementations resulted in improved student performance in their subject area and increased interest in computing. Background National educational standards urge that high school graduates, irrespective of their future career paths, be adequately prepared with technology skills to be productive in the digital age (International Society for Technology in Education, 2011). Unfortunately, America has fallen behind in equipping students with the basic computing knowledge and skills that are needed to be successful (Wilson, Sudol, Stephenson, & Stehlik, 2010). To further exacerbate the situation, computer science education in K-12 has been on the decline (Carnegie Mellon University, 2010). Wilson, et.al. (2010) offered the following advice related to computing education: “Quality instruction always depends on knowledgeable and well-prepared teachers, on instructional materials that are engaging and carefully developed to enable student learning, and adequate resources and infrastructure to support teachers and student learning.” In an effort to reduce the declining interest nationwide in computing disciplines, particularly by female students, the NSF-funded project at Purdue University called Surprising Possibilities Imagined and Realized through Information Technology (SPIRIT) developed hands-on, activity-based programs to educate teachers of any subjects about IT career opportunities and to show them how IT benefits society. SPIRIT's plan for addressing the Information Technology (IT) gender gap is to change the negative perceptions of computing by demonstrating the value IT provides to many facets of society. The original NSF proposal identified five anticipated project outcomes: 1. Improve female students' understanding of the wide ranging career opportunities in IT. 2. Improve the attitudes of female students regarding the computing disciplines. 3. Increase the understanding of counselors regarding the wide ranging career opportunities in IT for women. 4. Improve high school teachers' content and pedagogical knowledge on applying IT across STEM disciplines. 5. Improve the attitudes of high school teachers regarding the IT career opportunities for women. The SPIRIT Program – Teaching Alice SPIRIT participants included high school students as well as middle and high school teachers and counselors. All participants were taught how to use Alice, a 3D storyboarding tool, to convey visual information to tell a story or facilitate instructional delivery of course material. Teacher participants completed a two-week summer program and developed three lessons for their respective subject areas. After completing the summer program, the teachers implemented their Alice-based lessons in their classroom during the school year and reported on their students’ responses at each of the four in-service meetings at Purdue. Figure 1 illustrates the schedule for the first week of the two-week program, which focused on teaching teachers Alice and how to effectively employ Alice-based lessons into their classes. Sunday 8:30 AM 9:00 AM 9:30 AM 10:00 AM Monday Tuesday Wednesday Thursday Friday Present THREE web applications to support collaboration & assignment submission. Classroom Lesson Template. Storyboarding. Review scenes & tripods; print; user input. Basic: review. Advanced: export to video; userdefined methods. Finalize lesson for presentation. Teacher presentations with Alice world; 10 min to present, 5 min Q &A DUE: presentation lesson DUE: Challenge 3 10:30 AM 11:00 AM Intro to Alice & tutorial review. 11:30 AM DUE: Challenge 1 LUNCH Formative assessment Troubleshooting LUNCH 1:00 PM Objects, methods, dotogether, Loop, do-inorder, properties, setting up scenes, dropping tripods, billboards, 3D text. 1:30 PM 2:00 PM 2:30 PM 3:00 PM If/else; While; For; Events; Jane's Simon game. Basic: project to create video. Advanced: functions & project video with new features. 3:30 PM 4:00 PM Teachers/Counselors check-In Another Jane game. Teacher presentations with Alice world; 10 min to present, 5 min Q &A Teacher presentations with Alice world; 10 min to present, 5 min Q &A 4:30 PM 5:00 PM Complete preliminary assessments 5:30 PM 6:00 PM 8:30 PM DUE: Alice world "Meet and Greet" Dinner at local restaurant Webinar with WGBH DUE: DUE: Draft DUE: Draft Lesson 2 Challenge 2 Lesson 1 Labs open for individual work. Daily assignments should be submitted by 10 pm. The FINAL three lessons are due on the last day of week two. Preview Sunday 7/25 DUE: Draft Lesson 3 Figure 1: WEEK 1 of professional development program for teachers The subject areas of the teachers include math, science, business, computer programming, English, Spanish, French, and consumer and family sciences. Although Alice was designed to teach programming concepts, the SPIRIT approach taught Alice as a tool that could be used for conveying visual information in an engaging fashion in much the same way as people use slideshow tools like PowerPoint. The only constraint placed on the teacher’s lessons was the timing of the lessons. The acceptance packet sent to teachers in advance of the summer program included the following instructions regarding preparatory work for the lessons: “As you get ready to attend SPIRIT, please review your course materials and plan to bring at least three lessons with you that lend themselves to visual delivery of instruction. At least one of the lessons should be able to be used during the first half of the first nine weeks of the school year. A second lesson should be able to be used no later than the middle of the second nine weeks, and a third lesson should be able to be used no later than the middle of the third nine weeks. During the SPIRIT program, you will have the opportunity to convert these lessons to Alice-based lessons and get feedback from a small group of high school students. You will also have the opportunity to network with other teachers and guidance counselors to create multi-disciplinary lessons in teams.” This graduated timing was important so that teachers would have new information to share with the group at each of the on-campus in-service meetings during the school year. Teachers could use the Alice world for any part of their lesson. Some teachers developed their own sample Alice worlds that aided in the delivery of a new course concept, such as using the Alice world as a novel attentiongetter or explaining a difficult concept visually. Some teachers created review-type Alice worlds that they could use to quiz their students or make available to the students for them to review themselves. Some teachers assigned students the task of creating an Alice world to explain their understanding of a specific newly taught concept. One teacher created game-based Alice worlds that became favorites of the majority of teachers because she was able to pull out her subject content, replace it with content in another subject of a colleague teacher, and the colleague would have an instant review game for his/her students. Each lesson plan included a sample Alice world and a completed classroom lesson plan document that identified teacher’s name and contact information, subject, grade level, keywords, summary description of the lesson, school standards addressed, length of lesson, Alice concepts employed, lesson objectives, prerequisites, procedures, materials needed to complete the activity, evaluation, student assignment, and related references. In order to ensure that all teachers’ submissions included this minimal content in a standard format, a Word document lesson plan template and example using that template were shared with the teachers on the first day of the program. Appendix A contains the lesson plan template. Illustrative sample completed lesson plans will be shared during the presentation. The lesson plan documents, Alice world(s), and any other related materials were uploaded to the SPIRIT website by the teachers using one of the tools developed specifically for this purpose. Because Alice is a free tool that any teacher (and student) can download, the availability of these teacher lessons one the SPIRIT website should give other teachers interested in trying an Alice-based lesson a jump start. The website provides a search tool, so site visitors can locate lessons by teacher subject, school, or geographic location; however, based on the positive response by teachers at the in-service meetings to lessons by teachers in different subject teachers, site visitors are encouraged to review lessons outside of their subjects. The SPIRIT Program – Exciting Computing Careers Students joined the teachers at the start of the second week where all participants completed a variety of hands-on sessions employing different computing tools to different problems, many of which related directly to societal benefit. Students also learned Alice, with help from the teachers, and then submitted a final Alice world by week’s end. Figure 2 illustrates the second week of the program that was completed by teachers and students. The parallel sessions during the afternoons were designed to help erase the negative stereotypes than many people have about computing professionals such as they are geeks/nerds; they have to be geniuses; they cannot relate to people; they work in a solitary setting; their work has limited value to society. A broad range of applications were selected to create the message that computing touches all aspects of life, it can be fun, it involves teamwork, it can address societal problems, and everyone can be successful in computing. Presenters were asked to design their sessions to minimize the amount of lecturing and maximize the interactive aspect to allow every participant to experience the application personally. Most selected tools that could be downloaded at no cost, so presenters could access the tools later from home or school. Each activity challenged the participants to solve an important problem using the specific tool being shared. Thus, when participants completed SPIRIT, they not only understood the benefit that computing knowledge brings to society in general, but they were also equipped with knowledge about several new tools that they could use for future projects when they returned to school. SPIRIT Results The evaluator’s three-year report, which covered results from the 2008-2010 cohort groups, explained how all five goals have been realized based on assessment data collected across three years of program implementation (Forssen, & Moskal, 2011). This section highlights some of the results. Sunday, 7/25 Monday, 7/26 8:30 - 9:30 Elevator Speech Tuesday, 7/27 8:30 - 9:30 new Alice feature Wednesday, 7/28 8:30 - 9:45 Entrepreneurship Session Thursday, 7/29 8:30 - 9:30 CS Unplugged 9:00 AM 9:00am‐9:45am Camp counselors check‐in 9:30‐10:40 Students: Intro to Alice Guidance Counselors: Meet with university advisors 9:45 - 10:45 IT Careers Panel 9:50 - 10:45 new Alice feature 9:35 - 10:45 Work on Projects Friday, 7/30 Parallel sessions: 8:30, 9:30, 10:30 1.Alice in a cave 2.Complete Final Assessments 3.Work on SPIRIT projects 10:50 AM 10:00am‐2:30pm Camp counselor training & Lunch After lunch-teachers & counselors work with their assigned camp counselor to create Alice world to introduce themselves to their students (must include 2+ scenes, user input, billboard) 1. Music and IT 1. Robot races 1. Social Networking 2. Theatre and IT 2. Pico Cricket Design Studio 1. How IT Supports the Racing Industry 11:45 - 12:45 Celebration luncheon 3. Moving Beyond the Screen: Merging IT and Fashion through ETextiles 3. New Applications for Smart Phones 2. Introduction to Cyber Forensics 12:45‐1:45 Project demos 8:30 AM Mon-Wed: Parallel Sessions 10:50, 1:10 , 2:20, 3:45 Lunch noon-1 pm break 3:25-3:40 pm 4. Alice work session 2. How IT Supports Medicine 3. Intelligent Human-Machine Interaction 4. Alice work session 4. Alice work session 3. EV Grand Prix and Electric Vehicles 4. Alice work session 2:00‐4:00 Students check‐out (Teachers and counselors final meeting) 2:30‐3:30pm Camp counselors inspect rooms 4:00‐5:00 Teachers, counselors, camp counselors check‐out 3:30pm‐5:00pm Students check in & complete pre‐study assessments at Shreve 4:55 PM 5:30 PM 6:30 PM Student orientation 5:45 pm Pizza party & networking activity for EVERYONE 4:55‐5:25: ENAD 240/242 Complete Daily Assessments & Submit Alice World by Thursday afternoon 5:30‐6:30 pm: Recreation Facility Students only: Dinner at dorm Figure 2: WEEK 2 of professional development program for teachers and student summer camp Teacher feedback thus far has shown that Alice sparks student interest across many subjects and both genders. Given that the gender distribution of students in courses other than computing, high-end math, and some science courses is more equal, Alice has the potential for broadening participation in computing through a wide variety of courses. Because these teachers believed that their Alice-based lessons not only sparked more interest in computing, but also made their students better understand their own subject, they may be more likely to employ Alice beyond the timetable of their SPIRIT commitment. Consider the case of a digital technology teacher from a metropolitan school with 15% black students, 3% Hispanic students, 9% multi-racial students and where 57% of the students receive free or reduced lunches. She used Alice to teach aperture & f-stop. In past classes, she reported a failure rate of 70% on this subject. After she used Alice to teach the same material, there was only one student earning a D and no students earned Fs. Further, only two earned Cs and everyone else earned As and Bs. Interestingly, one of the students who earned a B shocked his mother and teacher of record. They both called the digital technology teacher to find out how this happened and who/what Alice is?! There are many other similar cases in other subjects. Based on the volume of similar, positive anecdotal cases, it seems prudent to incorporate computational thinking activities using tools like Alice into a wide variety of subjects. Another exciting observation by multiple teachers across all three years of the program has been that using Alice appears to equalize learning across all levels (from gifted students to slow learners). Consider the case of an advanced biology teacher from a large city school with 63% black students, 10% Hispanic students, 6% multi-racial students and where 43% of the students receive free or reduced lunches. He described a situation involving a junior female student in a class of seniors who was a bit of an outcast. She figured out how to use Alice and helped many others in the class, which helped her become well-accepted by the other students. Another case to consider is a Spanish teacher from a large city school with 63% black students, 10% Hispanic students, 6% multi-racial students and where 43% of the students receive free or reduced lunches. He described how he fully integrated Alice into his lesson plans and how his students kept adding to one Alice world each time instead of creating new worlds each time. This approach allowed him to reach different learner types. For example, students who do not like oral presentations are able to fit in and show off their work. Another teacher commented that when a Down’s Syndrome student was presented with the Alice tool, he showed considerably greater interest in the activity. These consistent teacher observations suggest that further study is warranted to determine if Alice could become a tool that can truly break gender and ability boundaries to learning in the high school classroom. The feedback from SPIRIT teachers suggests that Alice is a software tool that appeals to students of both genders and at all levels of ability, and this gives non-computing teachers a way to use innovative computational thinking skills to enrich student learning in their classrooms. In fact, one SPIRIT math teacher said, “Alice is the gateway drug to computing.” If the computing discipline is able to get more non-computing teachers to use tools like Alice, the SPIRIT teachers believe that more students may begin to consider study of computing in college more seriously. Follow-up survey data from the 2010 student-cohort supports this notion. The SPIRIT team attempted to collect follow-up data from students from all three years, but the response rate from the first two cohorts was too small. A monetary incentive was used for the last cohort, and a much higher response rate was realized. In 2010, 75 high school students (25 male and 50 female) nationwide were selected to attend the one-week SPIRIT summer camp to learn about IT applications, including Alice, and wide-ranging career opportunities in computing. Ten months after the camp, these students were asked to complete a follow-up survey, and 53 returned completed surveys (71% response rate). Of those who responded, 19 (36%) were from male students and 34 (64%) were from female students. The survey included several multiple-choice questions as well as several open-ended questions. The openended survey data was analyzed using the method of emergent categories. When asked if attending SPIRIT changed their course enrollment in the school year that followed, 43% responded affirmatively. Among the courses they identified were programming, 3D art modeling, engineering, robotics, AP computer science, computer graphics, IT, and a class that used Alice. Some of the respondents explicitly stated they would not have taken the class identified if they had not attended SPIRIT. When asked if SPIRIT influenced their performance in any courses they took during the following school year, 60% said yes. Among the open-ended responses, students attributed their improved course performance to SPIRIT through better grades, an improved work ethic, the use of Alice in course projects leading to more recognition by their peers and teachers, better understanding of course concepts, greater confidence, greater enthusiasm in technology-based courses, and improved computing skills to support school work. Before attending SPIRIT, 60% of the students stated that they had a career goal. Of these responses, 12% switched their preferences to a computing career. Of the other 40% who did not have a career goal prior to SPIRIT, 32% identified a computing or related career goal. This percentage only counts those who showed a commitment to computing. There were other responses indicating interest in computing, but not necessarily yet a commitment to pursue that as a career goal. A 4-point Likert scale (1=very unlikely…4=likely) was used to gauge the students’ likelihood of pursuing an IT or related career prior to attending SPIRIT as well as after attending SPIRIT. The survey showed that 36 (68%) of the students reported an increase in the likelihood of pursuing an IT or related career, with an average increase of 1.67 points. The survey also showed that 2 (4%) students reported a decrease in the likelihood of pursuing such a career. Although there were no open ended questions directly tied to these questions, one student’s other responses indicated that the student felt the work would be tedious and challenging. The other students’ responses to the other open-ended questions did not offer additional insights regarding why this student’s intent to pursue an IT-related field changed. The vast majority of responses to another open-ended question regarding the best thing they learned at SPIRIT indicated an understanding that there are many opportunities in IT and IT supports a multitude of areas. Several also stated that they realized that IT could be fun, and others stated that women could be successful in IT. Conclusion The SPIRIT program was designed to change misperceptions held by teachers/counselors and students regarding computing. The feedback from teachers shared at the in-service meetings suggests that the positive student outcomes within their subject areas should provide incentives to other teachers to consider incorporating Alice into their own classes. With the availability of class-tested, Alice-based lessons in a variety of subject areas, teachers have tools to get started immediately. Instructional programs, like SPIRIT, are helpful in teaching teachers tools like Alice and instilling a level of confidence for them to experiment with integrating technology in their subject areas. The findings from the follow-up student survey suggest that by exposing students to the wide breadth of career opportunities for people with IT skills and leading them through a variety of fun, hands-on computing activities, it is possible to raise overall student awareness of the importance of IT and influence many of them to increase the likelihood of pursuing an IT or related career. Although this exposure may increase initial pursuit of computing majors in college, because the majority of college students change their majors at least once, ongoing interventions may be needed to keep these students in computing. Acknowledgements This work was supported by a grant from the National Science Foundation, #DRL-0737679. A highlight of the project is available at http://bit.ly/z9Om2c.dgzdf. References Carnegie Mellon University (2010, December 6). K-12 computer science education declining. ScienceDaily. Retrieved October 21, 2012, from http://www.sciencedaily.com/releases/2010/12/101206111536.htm. Carnegie Mellon University. (2012). Alice: An educational software that teaches students computer programming in a 3D environment. Retrieved October 21, 2012, from http://www.alice.org/. Forssen, A. & Moskal, B. (2011, November). 3 Year SPIRIT Evaluators’ Report. Harriger, A.R. (February 2010). Bringing students to STEM through non-STEM subjects. NSF-ITEST Summit Washington, DC. International Society for Technology in Education. (2011). ISTE.NETS S advancing digital age learning. NETS-S Standards. Retrieved October 21, 2012, from http://www.iste.org/standards/nets-for-students.aspx. Wilson, C., Sudol, L.A., Stephenson, C., & Stehlik, M. (2010). Running on empty: The failure to teach K-12 computer science in the digital age. Retrieved October 21, 2012, from http://www.acm.org/runningonempty/fullreport.pdf. Appendix A: SPIRIT Lesson Plan Template Date SPIRIT Program for High School Teachers NameOfSchool City, State Lead Instructor: Name Contact Information (email, phone number with office hours, web address, mailing address) Subject The subject/domain area for the suggested lesson & suggested time during the school year to use the lesson Level The grade/subject level for the suggested lesson (e.g., Math 9 or AP Calculus) Keywords word1, word2, word3 Summary A brief description of the lesson, the material taught, the approach used without Alice, and how Alice could be incorporated into the traditional lesson or used to augment the lesson School Standards Identify the subject area and specific standard addressed by the activity Identify the state and/or if it is a national standard Duration Identify the amount of time to present the lesson in hours, number or class periods, length of class periods, etc. (e.g., 30 minutes, 2 weeks) Alice Concepts The following Alice Concepts were employed in the lesson’s corresponding Alice world Objectives Billboard Camera action Do together/in order Events If/Else Lists Loop Methods Move Opacity Play music/sound Record music/sound Resize Say/think User Input Variables While 3-D text Other, Explain: Upon completion of the following activity, participants will: Prerequisites x x Before starting this activity, participants should already know or be able to: x x Procedures List the steps here OR attach to the end of this document: 1. Materials List the materials needed to complete this activity: 1. Evaluation Explain how the students could be evaluated and attach grading rubric Assignment Identify any out-of-class tasks that the participants are expected to complete and when their work will be reviewed References List references following APA/MLA/etc style consistently in document Further study Optional: Explain additional activities that students could do to build on this lesson (like optional challenges given if a few subjects).