Papers by Kayla DesPortes
Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
Figure 1: We present an interview study investigating seven educators' experiences of teaching ma... more Figure 1: We present an interview study investigating seven educators' experiences of teaching maker skills across five makerspaces. Our thematic analysis of the educators' practices resulted in an outline of the competencies that the educators centralize in their teaching, and the strategies they integrate to teach the competencies. (Thicker lines represent a stronger connection and dotted lines represent weaker connection)
Proceedings of the 2017 Conference on Interaction Design and Children
Teaching physical computing has become more prevalent in the past several decades as the maker mo... more Teaching physical computing has become more prevalent in the past several decades as the maker movement has popularized microcontroller kits as a way to engage students in learning about and creating with technology. Depending on the design of the kit, students can be exposed to concepts in electronics, computer science and design of computational objects. We argue that the concepts students are exposed to depend on the modularity of the hardware and software tools. We define the level of modularity based on two interdependent characteristics: transparency and affordances for interaction. The transparency affects what is hidden or visible to the learner, while the affordances for interaction regulate how users manipulate and combine elements when constructing a computational artifact. Within this study, we examine the transparency and affordances for interaction of the physical computing hardware tools. Using our findings from this examination, we layout a framework that outlines spectrum of modularity that can be provided to facilitate learning with maker kits.
CHI Conference on Human Factors in Computing Systems Extended Abstracts, Apr 27, 2022
Proceedings of the 2022 ACM Conference on International Computing Education Research - Volume 2
Figure 1: Artistic computing with danceON (left to right): danceON IDE with code drawing a blue c... more Figure 1: Artistic computing with danceON (left to right): danceON IDE with code drawing a blue circle that will track above the dancer's nose, a student's dance animation of fading trails, and body-key points and the probabilistic classifier from a Teachable Machine model showing "Hands Up" and "Hands Down".
British Journal of Educational Technology
Data-art inquiry is an arts-integrated approach to data literacy learning that reflects the multi... more Data-art inquiry is an arts-integrated approach to data literacy learning that reflects the multidisciplinary nature of data literacy not often taught in school contexts. By layering critical reflection over conventional data inquiry processes, and by supporting creative expression about data, data-art inquiry can support students' informal inference-making by revealing the role of context in shaping the meaning of data, and encouraging consideration of the personal and social relevance of data. Data-art inquiry additionally creates alternative entry points into data literacy by building on learners' non-STEM interests. Supported by technology, it can provide accessible tools for students to reflect on and communicate about data in ways that can impact broader audiences. However, data-art inquiry instruction faces many barriers to classroom implementation, particularly given the tendency for schools to structure learning with disciplinary silos, and to unequally prioritize mathematics and the arts. To explore the potential of data-art inquiry in classroom contexts, we partnered with arts and mathematics teachers to co-design and implement data-art inquiry units. We implemented the units in four school contexts that differed in terms of the student population served, their curriculum priorities, and their technology infrastructure. We reflect on participant interviews, written reflections, and classroom data, to identify synergies and tensions between data literacy, technology, and the arts. Our findings high-light how contexts of implementation shape the possibilities and limitations for data-art inquiry learning. To take full advantage of the potential for data-art inquiry, curriculum design should account for and build on the opportunities and constraints of classroom contexts.
ACM Transactions on Computing Education
Performing arts computing environments have received little attention in the educational sphere; ... more Performing arts computing environments have received little attention in the educational sphere; yet, they offer opportunities for learners to validate their efforts, ideas, and skills through showcasing their work in a public-facing performance. In this work, we explore an out-of-school dance and computing educational program run by the organization, STEM From Dance. The organizational mission is to create an equitable learning experience for young women of color to engage with computing while exposing them to STEM careers. Through an analysis of eleven interviews with youth participants, instructors, and the executive director, we examine how the social, cultural, and political dimensions of the learning environment facilitate identity work in computing and dance. Our findings point to three primary activities used by the organization to promote equity: (1) providing psychological safety through a supportive community environment, (2) meaningfully engaging with learners’ social an...
Proceedings of the 8th International Conference on Movement and Computing
Interaction Design and Children
Memes have become ubiquitous artifacts of contemporary digital culture that integrate visual and ... more Memes have become ubiquitous artifacts of contemporary digital culture that integrate visual and textual components in order to communicate about a topic. They can be used as forms of visual argumentation that draw on cultural references while facilitating critical commentary that typically results in humorous and caustic dialogue. In this paper, we investigate the meme creation tool, DataMeme where middle school students explore graphs then construct GIFs using existing Gyphy GIFs and overlay their own text onto them in order to communicate about the meaning behind the data. We explore the ways the students engaged in data reasoning and their argumentation practices as they communicate through their memes. Findings from our analysis of 56 data memes and the corresponding written explanations from the students, show that data memes allow students to evaluate data claims within their broader societal implications, while also expressing personal beliefs and attitudes about data. CCS CONCEPTS • Human-centered computing → Visualization; • Applied computing → Computer-assisted instruction; Media arts.
Creativity and Cognition
Figure 1: FabO allows designers to integrate fabrication of with existing digital games. When pla... more Figure 1: FabO allows designers to integrate fabrication of with existing digital games. When players play these integrated games, FabO generates fabrication files of objects from their gameplay that can be used as (a) collectibles, such as a Pokemon from the game Pokemon Lets Go, or (b) custom game controllers, such as a sword-shaped controller from the Legend of Zelda game. (c) Examples of fabricated objects from our user study, wherein the participants integrated fabrication with existing games of their choice.
CHI Conference on Human Factors in Computing Systems
In the game, Animal Crossing: player can add the object to their personal collection player can f... more In the game, Animal Crossing: player can add the object to their personal collection player can fabricate the physical model of the custom design when a player completes the design of a custom clothing the player's custom designed clothing fabricated object associated with player's creativity player feels a sense of enjoyment through expession of creativity GAME MECHANICS FABRICATION MECHANICS FABRICATION OF OBJECT OBJECT USE PLAYER AESTHETICS PLAYER-OBJECT AESTHETICS SYSTEM DYNAMICS Figure 1: To help designers integrate fabrication activities within existing games, we use the Mechanics-Dynamics-Aesthetics (MDA) framework and modify it to f-MDA to identify the game mechanics that allow meaningful integration. For example, in the game of Animal Crossing, the game mechanics that allows designing custom clothing can be used to allow the players to physically fabricate their designs and create objects that are associated with their creativity and self-expression.
CHI Conference on Human Factors in Computing Systems
Effective data literacy instruction requires that learners move beyond understanding statistics t... more Effective data literacy instruction requires that learners move beyond understanding statistics to being able to humanize data through a contextual understanding of argumentation and reasoning in the real-world. In this paper, we explore the implementation of a codesigned data comic unit about adolescent friendships. The 7th grade unit involved students analyzing data graphs about adolescent friendships and crafting comic narratives to convey perspectives on that data. Findings from our analysis of 33 student comics, and interviews with two teachers and four students, show that students engaged in various forms of data reasoning and socialemotional reasoning. These findings contribute an understanding of how students make sense of data about personal, everyday experiences; and how an arts-integrated curriculum can be designed to support their mutual engagement in both data and social-emotional reasoning. CCS CONCEPTS • Human-centered computing → Visualization; • Applied computing → Computer-assisted instruction; Media arts.
Context is a critical consideration in CSCL research and design, yet difficult to delineate. Its ... more Context is a critical consideration in CSCL research and design, yet difficult to delineate. Its definition can encompass aspects of the environment, the learners, the technology, and their histories and cultures. Depending on researchers’ theoretical perspectives and the focus of their study, different aspects of context are forefronted in the data collection and analysis, while others are given less importance. In this chapter, we offer a framework that conceptualizes context in terms of focal, immediate, and peripheral layers surrounding the object of study. We describe how the aspects contained within each layer of context differ depending on one’s theoretical orientation. To illustrate, we offer contrasting examples of CSCL research that approach context from a cognitive perspective and a sociocultural perspective. We end by outlining several areas for future research and highlight the importance of technological advances to keep pace with the theoretical conceptions of context...
Proceedings of the 53rd ACM Technical Symposium on Computer Science Education V. 2, 2022
In this hands-on workshop participants will experience the curricula from three NSF funded projec... more In this hands-on workshop participants will experience the curricula from three NSF funded projects, which engage youth in creating art with and about AI technologies while exploring related ethical concerns. danceON is a web-based creative coding environment that engages learners in creating multimedia dance performances. Besides writing reactive code that generates animations to augment dance performances, students also use the system to explore the boundaries and biases of AI. DAILy is a curriculum focused on developing AI literacy among middle school students through the integration of technical concepts and processes, ethical and societal implications, and career futures in AI. Participants will be focusing on the AI + art modules of DAILy. Imagine AI develops project-based curricula to support youth in exploring critical ethical issues related to AI. Students read short stories featuring youth at the center of AI ethical dilemmas, build and manipulate AI systems, and create digital media to express ethical stances. Participants will leave the workshop with multiple AI teaching strategies that blend technical learning with social purpose and creative expression.
Proceedings of the ACM on Human-Computer Interaction, 2021
In our society, where technologies continue to act as a marginalizing force for various individua... more In our society, where technologies continue to act as a marginalizing force for various individuals and communities, makerspaces present unique opportunities for community-driven work that engages people with a variety of communal technologies, knowledge, and work practices. However, makerspaces grew out of largely exclusionary discourses, which continue to neglect non-dominant technology practices, knowledge bases, and communities. Despite these origins, research remains largely optimistic about the potential for makerspaces to provide equitable opportunities for those stereotypically excluded to engage, learn, and build with technologies. We mirror this optimism through our work examining how makerspaces might be positioned to address social inequities while supporting community growth and development. This paper traces the development of a social justice makerspace situated within a community of color in the United States. The work contributes a contextual analysis of the design ...
Many educational interventions involving computer science and engineering have created interdisci... more Many educational interventions involving computer science and engineering have created interdisciplinary educational experiences to contextualize the learning. These efforts have begun to help diversify computing and engineering by encouraging young people who are underrepresented in these fields to consider them from a different perspective. Computing projects in these environments are often collaborative and require students with varying backgrounds and perspectives to work together. We propose that the coordination between the participants is facilitated in the presence of their differences through the computational artifacts they create, which serve as boundary objects. Furthermore, integrating art into these interventions promotes abstract thinking, enabling the boundary objects to flow more seamlessly between weakly and strongly structured implementations and interpretations. We examine this proposition within a case study of a dance and technology workshop. We highlight how s...
The projects in this interactive poster symposium explore ways of engaging learners with social j... more The projects in this interactive poster symposium explore ways of engaging learners with social justice issues through the design and study of data literacy interventions. These interventions span classroom to museum contexts, and environmental to social sciences domains. Together, they illustrate research and practice approaches for engaging learners with data to promote emancipatory activity.
The design of most learning environments focuses on supporting students in making, constructing, ... more The design of most learning environments focuses on supporting students in making, constructing, and putting together projects on and off the screen, with much less attention paid to the many issues—problems, bugs, or traps—that students invariably encounter along the way. In this symposium, we present different theoretical and disciplinary perspectives on understanding how learners engage in debugging applications on and off screen, examine learners’ mindsets about debugging from middle school to college students and teachers, and present pedagogical approaches that promote strategies for debugging problems, even having learners themselves design problems for others. We contend that learning to identify and fix problems—debug, troubleshoot, or get unstuck—in completing projects provides a productive space in which to explore multiple theoretical perspectives that can contribute to our understanding of learning and teaching critical strategies for dealing with challenges in learning...
many students who dedicated their time and provided invaluable insights for helping me better und... more many students who dedicated their time and provided invaluable insights for helping me better understand physical computing education and what it means to create equitable computing environments. All the educators I have worked with deserve special recognition for continuously striving for the best for their students and for opening up pathways for their students to engage with computing. I want to thank all the members of LS&T Alley as well as the HCC community, who provided guidance, feedback and support throughout my time at Georgia Tech. Lauren Margulieux deserves a special thanks for spending several hours patiently going over my studies helping me learn how to conduct more rigorous study design and statistical analyses, all while also helping me recruit participants. Without her I would not have been able to do this work. I'd also like to thank Briana
Proceedings of the 2019 ACM Conference on International Computing Education Research, 2019
Physical computing has grown over the past decade leading to diverse experiences and tools for no... more Physical computing has grown over the past decade leading to diverse experiences and tools for novices. Despite the variety of tools, Arduinos remain a leading choice in education. However, few studies examine how novices are learning about the programming and electronics concepts, and how tools impact their experience. The research presented reports on the qualitative analysis of a laboratory study in which 31 novices work with the Arduino for the first time. Video and audio recordings captured participants' actions and thoughts as they used the Arduino platform with a blocks-based programming environment, and two electronics prototyping tools-the standard Breadboard and a modular breadboard called BitBlox. The study presents three main contributions to the literature: first, it provides a codebook of the common breakdowns faced by novices; second, it offers insight into the work processes of novices; and third, it demonstrates ways that the tools used by novices can affect their experience.
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Papers by Kayla DesPortes