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Study mode:
on
1
Introduction
2
Translating Research
3
Key Topics
4
Writing Process
5
Novel vs Graphic Novel
6
What is a Graphic Novel
7
Study Guide
8
Target Audience
9
Value of the Graphic Novel
10
Finding Purpose with CS
11
The Potential Impact
12
Good Trouble
13
Shayna
14
SPOILER ALERT
15
Shantae Costan
16
Shane Glass
17
Lily Shane
18
Reflections
19
How to distribute the book
20
How to get in touch
21
Accessibility
22
Funding
23
Power to Change
24
Professional Development
25
Translation into Spanish
26
Audience Question
27
Research Agenda
28
The Village
29
Closing
Description:
Explore a groundbreaking approach to addressing equity and youth agency in computing education through a graphic novel in this 59-minute conference talk. Dive into the creation and impact of "Power On!", a graphic novel that translates decades of educational research on inequalities in computing education into an accessible format. Learn how this innovative resource empowers students to become critical creators of technology rather than passive users. Discover the collaborative efforts behind developing a teacher discussion guide and explore ways for youth and educators to engage in positive social change through computer science education. Gain insights from speakers Jane Margolis and Jean Ryoo as they discuss key topics, the writing process, target audience, and the potential impact of this unique educational tool. Understand the importance of representation in computing and how this graphic novel aims to bridge the gap in technology education for underrepresented groups.

Addressing Issues of Equity and Youth Agency in Computing Education Through a Graphic Novel

Association for Computing Machinery (ACM)
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