TY - GEN
T1 - Youth Experiences with Authentically Embedded Computer Science in Sport
AU - Bodon, Herminio
AU - Worsley, Marcelo
AU - Kumar, Vishesh
N1 - Funding Information:
This material is based upon work supported by the National Science Foundation under Grant No. 2047693. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author and do not necessarily reflect the views of the National Science Foundation.
Publisher Copyright:
© 2022 Owner/Author.
PY - 2022/6/27
Y1 - 2022/6/27
N2 - Research on bridging sports and computer science education tends to center computing as primary, and sports as secondary. In contrast, this project aims to center sports as primary while introducing technology and computing as avenues to engage with sports more deeply. We collaborated with basketball coaches to design and implement campamento:bit, a summer program with a basketball team of Latinx students in Puerto Rico. This program integrated computing artifacts in a traditional basketball camp. We present insights from our experience testing this program with 11 participants over 5 days. We present select case studies of participant experiences and developing understandings using a qualitative-methods approach. These analyses present different shifts in athletes' perceptions of computing and instantiated students' interests in future possibilities involving computing. Furthermore, the analyses suggest strategies for organizing such technology-integrated experiences for youth in sports contexts.
AB - Research on bridging sports and computer science education tends to center computing as primary, and sports as secondary. In contrast, this project aims to center sports as primary while introducing technology and computing as avenues to engage with sports more deeply. We collaborated with basketball coaches to design and implement campamento:bit, a summer program with a basketball team of Latinx students in Puerto Rico. This program integrated computing artifacts in a traditional basketball camp. We present insights from our experience testing this program with 11 participants over 5 days. We present select case studies of participant experiences and developing understandings using a qualitative-methods approach. These analyses present different shifts in athletes' perceptions of computing and instantiated students' interests in future possibilities involving computing. Furthermore, the analyses suggest strategies for organizing such technology-integrated experiences for youth in sports contexts.
KW - Computer Science Education
KW - Cultural sustaining designs
KW - Design Based Research
KW - LatinX Communities
UR - http://www.scopus.com/inward/record.url?scp=85134166464&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85134166464&partnerID=8YFLogxK
U2 - 10.1145/3501712.3535297
DO - 10.1145/3501712.3535297
M3 - Conference contribution
AN - SCOPUS:85134166464
T3 - Proceedings of Interaction Design and Children, IDC 2022
SP - 504
EP - 509
BT - Proceedings of Interaction Design and Children, IDC 2022
PB - Association for Computing Machinery, Inc
T2 - 21st ACM Interaction Design and Children Conference, IDC 2022
Y2 - 27 June 2022 through 30 June 2022
ER -