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Computers & Education

Manuscript Draft

Manuscript Number: CAE-D-17-00325

Title: Engagement and collaboration of students with autism during


elementary computer science instruction

Article Type: Research Paper

Keywords: Elementary computer science;


students with Autism Spectrum Disorder;
engagement;
collaboration;
Collaborative-Computing Observation Instrument (C-COI)

Abstract: Elementary schools have increasingly added computer science


(CS) and programming activities into their curricula. This focus on CS in
K-5 education means that there is an increasing range of young learners
engaged in CS activities in schools. The limited studies in CS education
that focus on academically diverse learners have shown that CS activities
can be both engaging and challenging, especially for students with
disabilities who struggle with complex problem solving and social
interactions. It is, therefore, important to gain further understanding
into the engagement and learning of these students during CS instruction,
particularly for students who may need specialized supports and
interventions so they can have positive computing experiences. This paper
describes findings from a study of three elementary students with autism
spectrum disorder (ASD) during CS instruction. Results indicated that the
students experienced multiple challenges with completing the computing
activities as well as with collaborative problem-solving. These
challenges all influenced their level of engagement during CS activities.
*Manuscript -- nothing identifying the author should be listed here
Click here to view linked References

1 Running Head: ENGAGEMENT OF STUDENTS WITH AUTISM IN CS EDUCATION


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10 A Descriptive Analysis of Engagement and Collaboration of Students with Autism during
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12 Elementary Computer Science Instruction: A Mixed Methods Study
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4 Abstract
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7 Elementary schools have increasingly added computer science (CS) and programming activities
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9 into their curricula. This focus on CS in K-5 education means that there is an increasing range of
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12 young learners engaged in CS activities in schools. The limited studies in CS education that
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14 focus on academically diverse learners have shown that CS activities can be both engaging and
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17 challenging, especially for students with disabilities who struggle with complex problem solving
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19 and social interactions. It is, therefore, important to gain further understanding into the
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21 engagement and learning of these students during CS instruction, particularly for students who
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24 may need specialized supports and interventions so they can have positive computing
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26 experiences. This paper describes findings from a study of three elementary students with autism
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29 spectrum disorder (ASD) during CS instruction. Results indicated that the students experienced
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31 multiple challenges with completing the computing activities as well as with collaborative
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34 problem-solving. These challenges all influenced their level of engagement during CS activities.
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36 Keywords. Elementary computer science, students with Autism Spectrum Disorder,
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engagement, collaboration, Collaborative-Computing Observation Instrument (C-COI)
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4 1. Introduction
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7 Computational thinking (CT) is the term often used in K-12 computer science (CS)
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9 education to describe the set of cognitive skills and approaches necessary for using computers to
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12 solve complex problems (Wing, 2006). As part of the Computer Science Teachers Association’s
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14 CT Task Force, Lee and Martin clarified the definition of CT as a thought process involving “the
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17 human ability to formulate problems so that their solutions can be represented as computational
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19 steps or algorithms to be carried out by a computer” (Lee, 2016, p. 3). CT is not new in K-12
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21 education. In fact, in 1980, Papert described how young learners could enhance their thinking
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24 through LOGO programming in Mindstorms (Papert, 1980). Despite the long history of CT in K-
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26 12 education, CS and CT have only recently been discussed in terms of wide-scale instructional
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29 implementation. Within the context of science, technology, engineering, and mathematics
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31 (STEM) education in the U.S., this wide-scale adoption of CS in K-12 schools is exemplified by
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34 CS for All initiatives, such as the 2016 CS for All White House Initiative
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36 (https://www.whitehouse.gov/blog/2016/01/30/computer-science-all). Other initiatives include
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the development of a K-12 Computer Science Framework (https://k12cs.org/) and the Hour of
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41 Code (https://hourofcode.com/us) in which millions of students received exposure to CS through
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43 an hour of computing. Additionally, this growing interest in integrating CS and CT within K-12
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46 curriculum has resulted in schools adopting CS/CT instructional activities using computing
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48 software, curricula, and instructional modules targeting K-12 students.
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51 1.1 Students with Disabilities and CS/CT Education
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53 In the United States, approximately 6.5 million students (13% of all students) in public
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schools receive special education services due to a disability (U.S. Department of Education,
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58 2015). Importantly, 95% of these students attend regular schools, and most them spend most of
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4 their time in general education classrooms alongside their non-disabled peers (U.S. Department
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7 of Education, 2015). This means that students with disabilities are likely participating in K-12
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9 CS/CT instruction. Regardless of increased interest in a range of CS/CT experiences for students
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12 in K-12 (Grover, Pea, & Cooper, 2015; Lee, Martin, & Apone, 2014), only limited research has
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14 been done on developing CS/CT instructional supports for students with disabilities (e.g.,
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17 Chiang, Thorpe, & Lubke, 1984; Ratcliff & Anderson, 2011; Snodgrass, Israel, & Reese, 2016).
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19 In fact, although initiatives such as the Google and Gallup studies are beginning to examine
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21 underrepresented students’ participation in CS education (see Diversity Gaps in Computer
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24 Science: Exploring the underrepresentation of girls, Blacks, and Hispanics, 2016), there currently
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26 is not a focus on examining the extent to which students with disabilities are included in such
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29 experiences. Even though there is growing attention to the participation of students with
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31 disabilities in CS instruction (e.g., the AccessCS10K Center at the University of Washington),
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34 there is still little research discussing how students with cognitive or social-behavioral
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36 disabilities are being included in K-12 CS initiatives or the effectiveness of CS curricula and
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software on these learners. In one of only a few published studies of students with disabilities,
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41 Ratcliff and Anderson (2011) found that students with disabilities benefitted from CS education
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43 activities that used the LOGO programming environment, especially if the students were given
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46 supports such as modeling, explicit instruction, opportunities for unplugged activities, and
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48 physical activities to support more abstract programming tasks. In another study, Snodgrass,
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51 Israel, and Reese (2016) studied the participation of two young students with disabilities during
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53 computing instruction. The resulting data revealed that the students’ engagement in computing
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tasks increased when teachers applied the individualized, student-specific supports that were
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58 developed, used, and found to be effective in other content areas (e.g., prompting procedures or
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4 behavioral interventions). The authors stated, however, that there is a need for more research to
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7 better understand the challenges that students with disabilities face during computing instruction
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9 to tailor strategies to increase both access and engagement in computing CS/CT activities.
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12 1.2 Collaborative Problem Solving and CS/CT
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14 Within K-12 CS/CT, there is an emphasis on student collaboration. For example, the K-
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17 12 Computer Science Framework (2016), which is the set of guidelines designed to inform
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19 standards, curricula, and course pathways in CS/CT, described collaboration as a core
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21 computational practice. According to the K-12 CS Framework, this practice involves cultivating
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24 working relationships, using and establishing team norms, soliciting feedback, and using
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26 technological tools that support collaborative computing (K-12 CS Framework, 2016).
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29 Previous research suggests that teachers often create situations wherein students
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31 collaborate during CS activities (Israel, Pearson, Tapia, Wherfel, & Reese, 2015). Denner,
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34 Werner, Campe, and Oritz (2014) found positive effects when middle school students engaged in
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36 pair programming, a type of collaborative computing process wherein two people simultaneously
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work on one computer to complete a programming task. Israel and colleagues (2015) found that
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41 teachers often encouraged student collaboration during elementary CS instruction through either
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43 teacher-facilitated collaboration such as formalized peer tutoring to help students who needed
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46 additional support or naturally occurring collaborations in which students independently sought
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48 partners with whom to collaborate to complete CS activities together.
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51 Hesse, Care, Buder, Sassenberg, and Griffin (2015) explained that collaborative problem-
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53 solving within computer-supported collaborative learning (CSCL) is complex and relies on
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sophisticated social and cognitive skills. Consequently, within CSCL studies, there is a strand of
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58 research focused on scaffolding and encouraging student collaboration by scripting collaborative
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4 conversations. Although not a major focus in K-12 CS education, these scripted conversations
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7 are used to support both learning and social interactions within the broader CSCL field (e.g.,
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9 Koller, Fisher, & Hesse, 2016; Webb et al., 2009). In fact, in a meta-analysis of conversation
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12 scripting within CSCL activities, Vogel, Wecker, Kollar, and Fisher (2016) found that the use of
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14 scripted conversations provided students with guidance in how to interact with each other as well
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17 as increase learning. Given the potential impact of scripted conversations on collaborative
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19 interactions within the greater CSCL literature, conversation scripting may be an extension that
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21 could be impactful within K-12 CS instruction, especially for students with disabilities who
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24 struggle with meaningful collaboration within more open collaborative experiences.
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26 1.3 Students with Autism and Collaborative Computing
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29 Autism spectrum disorder (ASD) is considered a neurobiological disorder that impairs
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31 social interactions, communication, and behavior (Diagnostic and Statistical Manual; 5th ed.;
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34 DSM-V). ASD results in a highly variable set of functional and cognitive profiles, which means
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36 that no person with ASD will have the same issues with communication, social interactions, or
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executive functioning (Center for Disease Control and Prevention [CDC], 2012). When
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41 considering social interactions, even students with ASD who have the ability to use age-
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43 appropriate language often have challenges associated with social interactions and
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46 communication. Consequently, many students with ASD have difficulty collaborating with their
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48 peers (Koegel, Vernon, Koegel, Koegel, & Paullin, 2012). McGee, Feldman, and Morrior
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51 (1997), for example, compared social behaviors between typically developing children and
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53 children with ASD. Their study found that students with ASD were less likely to be near other
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students and had fewer social initiations with peers.
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4 When examining cognitive skills, it becomes apparent that many students with ASD also
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7 show variability in their mathematics and literacy abilities, such as over- and underachievement
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9 in these areas (Charman, Jones, Simonoff, & Happe, 2011). A large percentage of students with
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12 ASD exhibit below average achievement across academic domains (Wei, Christiano, Yu,
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14 Wagner, & Spiker, 2014). Given Hesse and colleagues’ (2015) explanation that collaboration
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17 within computer-supported activities often requires students to engage in complex social and
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19 cognitive interactions, it is likely that students with ASD may struggle during collaborative
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21 problem solving within the context of CS/CT.
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24 1.4 Purpose of the study.
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26 Because of the emphasis within the CS education community on authentic participation
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29 and collaboration, it is imperative to begin to study how students with ASD and other disabilities
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31 interact with peers and engage in computing instruction. This focused attention on students with
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34 disabilities is critical so that instructional supports can be developed to help this group of
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36 learners meaningfully participate in CS activities. The purpose of this study, therefore, was to
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examine how students with ASD behaved during CS/CT instruction. The research question for
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41 this study was: After being taught a collaborative script called the Collaborative Discussion
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43 Framework (CDF; Park & Lash, 2014) to help facilitate peer collaboration, what individual and
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46 collaborative computing behaviors do students with ASD exhibit during computing instruction?
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48 The initial hypothesis was that the introduction of the CDF into the computing instruction would
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51 promote collaborative problem solving and engagement as defined in the methods section.
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53 2. Materials and Methods
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Given the paucity of research on students with disabilities in CS/CT, it was important to
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58 use an exploratory methodological approach. This study, therefore, made use of instrumental
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4 case studies (Stake, 1994) of three students identified as having ASD at a mid-sized elementary
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7 school in the Midwest that included CS and CT as part of its general curriculum. These three
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9 case studies were considered distinct in that each student had unique strengths and challenges
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12 related to communication, socialization, and computing. As Stake (1994) explained, instrumental
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14 case studies provide insight into an issue or to refine a theory. Since the purpose of this study
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17 was to understand how students with ASD functioned and collaborated within CS/CT
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19 instruction, this approach was implemented. Additionally, information from each of the three
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21 individual case studies was also examined collectively to gain a broader understanding of how
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24 the students with ASD functioned within elementary computing classes. Stake (1994) explained
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26 that collective case studies are used to “inquire into the phenomenon, population, or general
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29 condition” and these cases were chosen to “lead to better understanding, perhaps better
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31 theorizing, about a still larger collection of cases” (p. 237). Thus, examining the three cases both
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34 independently and collectively allowed for exploration of the unique information from each of
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36 these as well as commonalities across the cases.
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2.1 Computing Curriculum
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41 The computing curriculum used in this study was Code.org Code Studio (http://code.org),
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43 a widely used computing program for K-8 students. Code Studio utilizes a block-based, visually-
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46 intuitive programming language wherein students drag and connect blocks of commands to
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48 complete increasingly complex computing puzzles until they master skills that allow them to
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51 freely create programs within the Code Studio Play Lab. Code Studio also includes a series of
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53 unplugged activities, lessons that teach computing concepts without the use of technology
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(Prottsman, 2014). Content taught in Code.org Code Studio includes sequencing, looping, nested
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58 looping, conditionals, functions, and debugging. For example, sequencing is introduced early in
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4 each of the three Code Studio levels. Sequencing puzzles start participants off with simple
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7 directional tasks that progressively increase in difficulty. Concepts are often introduced in
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9 multiple ways and emphasize that different algorithms can be written to accomplish the same
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12 task, such as during the early Stage 3 Maze puzzles. Algorithmic formulation and sequencing are
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14 furthered developed in a different context during the Stage 4. By Stage 6, loops are introduced as
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17 part of Maze puzzles that emphasize how different algorithms can accomplish the same task with
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19 differences in the level of efficiency.
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2.2 Participants
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24 Participants for this study were recruited from a Midwestern elementary school that had a
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26 CS for All initiative wherein all students in grades K-5 were exposed to CS/CT during weekly
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29 computing times (approximately 45 minutes per week) as well as within activities that integrated
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31 CS/CT into the content areas. This school had a wide range of socioeconomic and cultural
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34 diversity. At the time of this study, 353 students were enrolled in grades K-5. Within this student
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36 population, 19% of the students received special education services for documented disabilities
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and 74% of the students were classified as living in low-income households. The racial/ethnic
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41 composition of the school was 41% African-American and 41% Caucasian with the remaining
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43 18% split between Latino/a, Asian, and Multiracial.
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46 After approval from the Institutional Review Board, three students were purposefully
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48 selected to participate in this study based on the following inclusionary criteria: (1) parents
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51 provided consent for participation in this study, (2) students received special education services
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53 for a documented disability of ASD, and (3) students had basic computer skills. Basic computer
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skills involved being able to turn on the computer and log into Code.org Code Studio with
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58 limited assistance. It also involved being able to use the mouse or trackpad to navigate Code
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4 Studio software. Additionally, the research team purposefully selected three students with ASD
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7 who had differing challenges during CS/CT instruction in order to gain enough diversity across
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9 context (Stake, 2006). In each case study, the students and their peers participated in weekly
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12 CS/CT instruction during which they worked through modules within Code.org’s Code Studio.
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14 Data collection took place between November 2015 through January 2016.
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17 2.2.1 Bradley. Bradley was a Caucasian male in third grade. He spent most the school
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19 day in the general education classroom. He received special education services for a primary
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21 disability of ASD and a secondary disability of attention deficit hyperactivity disorder (ADHD).
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24 He did not require the support of an instructional aide to participate in his general education
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26 classes. According to Bradley’s teacher, he could decode words and do arithmetic calculations,
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29 but he had difficulty with complex problem solving, text comprehension, and application and
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31 generalization of skills from one context to another. For example, he could decode grade-level
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34 text but had a hard time comprehending that text, and he could quickly calculate arithmetic
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36 problems but had difficulty when problems were presented as word problems. His teacher
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explained, “I think comprehension is really tough, but he can read anything that you put in front
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41 of him…In math, he’s really good at his basic math facts, but I think application of those is hard
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43 for him” (classroom teacher, interview transcript lines 25-29). His teacher further stated that
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46 Bradley was highly motivated by learning new concepts, completing tasks, and persisting
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48 through difficulties that he faced. She explained, “He definitely perseveres a lot through the
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51 things he’s stuck on, but he also gets frustrated. Once he gets it, he’s super excited” (classroom
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53 teacher, interview transcript lines 22-23).
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2.2.2 Alex. Alex was a Caucasian male in third grade. He was Bradley’s twin brother.
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58 He spent most the day in general education and received special education services for the
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4 primary disability of ASD. He did not receive support from an instructional assistant. Like his
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7 brother, Alex had basic computer skills, strong decoding and arithmetic skills, and difficulty with
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9 reading comprehension and mathematical application. His teacher explained that Alex is
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12 “definitely more introverted but he’s also excited when he learns something new” (classroom
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14 teacher, interview transcript lines 33-34). Because both brothers were in the same classroom,
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17 Alex often followed Bradley around the classroom. The classroom teacher stated that Alex was
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19 motivated to learn new things and felt proud of himself when he accomplished a task. However,
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21 he also got frustrated quickly when he was stuck on unfamiliar tasks and verbally expressed his
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24 frustrations. When frustrated, he typically stopped working rather than asking for help. Alex’s
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26 teacher stated that he enjoyed being on the computer, especially to play video games.
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29 2.2.3 Demetrius. Demetrius was an African-American male in fifth grade. He received
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31 special education services for a primary disability of ASD and secondary disability of intellectual
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34 disability. Demetrius spent most of his school day in general education with one-to-one support
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36 by an instructional assistant. During class, Demetrius was rarely seen engaging in social
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interactions with his peers. The technology coach who assisted in computing in Demetrius’s
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41 class described him as having very limited verbal communication although he saw Demetrius’s
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43 social interactions as improving over the past two years. According to his classroom teacher,
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46 Demetrius was well below the instructional level of his peers in all content areas, and typically
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48 performed at the first-grade level in reading and mathematics. Both his classroom teacher and
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51 technology coach indicated that Demetrius enjoyed using the computer, especially to play
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53 arithmetic games. The technology coach further explained, “He is perfectly capable of doing
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basic level computer IT [information technology] things. He can log in, enter his password, use
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58 the trackpad...He can do all those things” (Technology coach, interview transcript lines 15-17).
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4 2.3 Instructional Strategy: The Collaborative Discussion Framework Conversation Script
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7 To facilitate collaborative problem solving during CS/CT instruction, students in this
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9 study (both participating students and their peers) were taught to use a scripted conversation
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12 called the Collaborative Discussion Framework (CDF; Park & Lash, 2014). The CDF focused on
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14 adaptive help seeking and collaborative interactions by encouraging students to have more robust
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17 conversations when discussing their CS/CT activities. This strategy was implemented because
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19 teachers reported that many students, particularly those with disabilities, often exhibited low
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21 persistence when confronted with a difficult task and would ask their peers or teachers to solve
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24 their computing problems for them when they were stuck. To address these challenges, the
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26 students were taught to use the CDF to ask for help and explain their difficulties rather than
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29 simply verbalizing frustration such as saying “This is hard. I can’t do it.” The CDF script
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31 includes four guiding questions: (1) What are you trying to do? (2) What have you tried already?
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34 (3) What else do you think you can try? (4) What would happen if…?
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36 The students were explicitly taught to use the CDF through (a) teacher modeling of what
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to do when stuck on a computing task, (b) student practice with teacher feedback and
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41 encouragement, and (c) visual prompts of the CDF by placing posters of the CDF in the
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43 classrooms and referring to these when prompting the students to use the CDF (see Figure 1).
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46 The three students in this study were encouraged to use the CDF whenever they needed help or
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48 when they helped their peers. In this way, the whole-class intervention could support the needs
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51 of the students with disabilities without these students feeling singled out for using this strategy.
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26 Figure 1. Classroom poster of the CDF script (Park & Lash, 2014) *Used with permission.
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28 2.4 Data Collection and Analysis
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31 Two primary forms of data collection were used in this study to gain an understanding of
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33 students’ engagement and interaction during computing instruction. Classroom observations
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36 were used to understand the participants’ engagement during the classroom computing activities.
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38 Video screen capture data was then used to examine the students’ computing behaviors.
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41 2.4.1 Classroom Observation Data Collection and Analysis. Four researchers observed
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43 the participants during computing instruction. These researchers had experience in both
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elementary schools and special education settings. A structured observation protocol was used
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48 that replicated procedures outlined in Snodgrass and colleagues (2016) wherein an interval-based
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50 observation process called momentary time sampling was used (Lewis, Scott, Wehby, & Willis,
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53 2014). The observer recorded the level of engagement every minute of the students’ classroom
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55 participation. The observers also noted if and how the participating students asked for help and
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58 whether they used the CDF with peers and adults. Lastly, the observers recorded general
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4 observations about what other students in the class were doing to compare the targeted students
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7 to their peers. Prior to beginning classroom observations, the researchers discussed the
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9 observation protocol and calibrated coding for interrater reliability purposes.
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12 It was important to observe each participant multiple times in order to gain an
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14 understanding of how they interacted with peers and teachers as well as with the computing
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17 tasks. Consequently, Bradley and Demetrius were each observed during four computing sessions
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19 and Alex was observed during five computing sessions. Teachers confirmed that these
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21 observations served as typical instructional situations and that the students’ behaviors during
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24 these observations were consistent with typical computing behaviors that the teachers observed.
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26 2.4.2 Evaluating students’ academic engagement. Researchers have defined academic
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29 engagement as a complex, multidimensional relationship between persistence, self-regulation,
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31 and working towards goals (Christenson, Reschly, & Wylie, 2012). It involves interactions
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34 between the student’s classroom setting, behaviors within those classroom settings, and
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36 connections with adults and peers (Appleton, Christenson, & Furlong, 2008). Therefore,
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measuring academic engagement can be quite challenging.
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41 Because engagement is complex and difficult to evaluate, it was evaluated in two ways:
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43 (a) level of engagement (from disengaged to engaged using the CDF strategy that was taught in
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46 class), and (b) with whom or what the student was engaged (i.e., with the task on the computer,
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48 with peers, and/or with the adults). When students were unengaged, the observers described the
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51 unengaged behaviors. Definitions of engagement were as follows: (a) unengaged behaviors
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53 included not looking at the computer, looking at the computer but working on a non-computing
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task, and/or talking with others on topics not related to CS, (b) engaged behaviors included
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58 looking at the computer screen when the computer screen included CS activities and actively
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4 using the trackpad or mouse to do the CS activity, and/or talking with peers or adults about CS
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7 activities, and (c) CDF engagement included all aspects of engaged behaviors as well as
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9 interactions when the students initiated interactions and/or used the CDF conversation script with
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12 peers or teachers to solve the problem. It is important to note that CDF engagement included
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14 times when students used the CDF for problem-solving regardless of whether the problem was
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17 fully solved and that students could be engaged with the computer and peer/adult at the same
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19 time. The total engagement time was then tallied in the categories of (a) engagement with peers,
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21 (b) engagement with adults, and (c) engagement with the computer/CS activity. Lastly, the total
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24 amount of each engagement type was divided by the total time to compute the proportion of each
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26 engagement level during observations. Thus, the level of engagement was evaluated both
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29 quantitatively (i.e., amount of time engaged during CS activities) as well as qualitatively (i.e.,
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31 field notes describing what the student was doing during the observation).
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34 2.4.3 Video Screen Recording Data Collection and Analysis. Video screen recording
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36 software was used to capture the students’ on-screen behaviors and record their voices. This data
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was collected using Screencastify, a video screen capture program for Google Chrome
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41 (http://www.screencastify.com) that captured on-screen actions that occurred during computing
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43 instruction and conversations between peers and adults. Data from these video screen captures
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46 were analyzed using the Collaborative Computing Observation Instrument (C-COI), which
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48 allows researchers to analyze on-screen individual and collaborative behaviors of students during
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51 computing activities (see Israel et al., 2016). This instrument was piloted and validated over the
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53 course of three years and has a high level of inter-rater agreement.
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The C-COI includes codes used to analyze video screen recordings of the three students.
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58 These codes included 16 broad categories referred to as nodes in the instrument and associated
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4 sub-nodes that provided additional details about the students’ independent and collaborative
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7 behaviors while they engaged in CS/CT activities. Within the C-COI, the nodes describe (a) what
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9 the student does during the computing activity (i.e., works independently or collaboratively), (b)
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12 whether or not the student encounters a problem, (c) if the student was involved in collaborative
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14 problem solving or socialization with peers or adults, and (d) how peers or adults respond to the
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17 student (Israel et al., 2016). This data was then used to generate directed graphs to visually
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19 represent the data. Figure 2 provides a screen capture of the C-COI interface. Additionally, the
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21 researchers took extensive field notes including transcriptions of conversations and creative
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24 suggestions given for solving problems to accompany the codes.
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46 Figure 2. Screenshot of the C-COI Interface.
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49 Lastly, the codes from the C-COI could be combined into directed graphs that could be
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51 visually analyzed for trends (Tatsuoka, 1986). These directed graphs visually represent each
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node and subnode that were coded within the C-COI. Examining trends of the directed graphs
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4 allowed the research team to closely examine the student processes of solving problems related
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7 to coding. This added analysis was then triangulated with the classroom observation data.
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9 Figure 3 provides an example of a directed graph showcasing nodes and subnodes from
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12 the C-COI analysis across three different 20-minute observations for Demetrius, one student with
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14 Autism Spectrum Disorder from this study. Each of the nodes is represented as a circled number,
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17 and the subnode is represented by a letter on the directed graph arrows. A great deal of
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19 information could be gleaned from visually examining these directed graphs. For example,
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21 Figure 3 shows the directed graph for C-COI analysis of one of the students in this study
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24 (Demetrius’s) video screen capture recordings while he engaged in computing. All paths began
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26 at node 0, which had 3 distinct subnodes (0A-collaboration, 0B-independent work, 0C-other).
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29 The thicker the line, the more instances that path of subnodes occurred. For example, the thickest
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31 trendline was from 0B to node 15, showing that Demetrius primarily worked independently
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34 without collaborating with a peer or adult (N=26). This directed graph also showed that the
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36 student did engage in some collaborations (0A) to (1D), which were always initiated by an adult
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(N=19). There were no instances of Demetrius initiating a peer (1A) or initiating an adult (1B).
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41 Finally, the presence of subnode 0C indicates occasions wherein the student engaged in
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43 behaviors other than working independently or collaboratively (N=8). In this example, during
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46 some points of instruction the classroom was noisy that made it difficult to distinguish who was
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48 talking. For a more detailed explanation of the C-COI, see Israel and colleagues (2016).
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28 Figure 3. Example of a Directed Graph Comprised of C-COI Nodes and Subnodes.
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30 2.4.4 C-COI Interrater Agreement Procedures. Researchers who analyzed video
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33 screen capture data underwent extensive training in using the C-COI. This involved watching
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35 videos and coding them together to operationalize definitions followed by independently coding
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38 the same videos and checking for consistency. This process was used with videos that were not
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40 part of this study. Once the researchers calibrated coding procedures, 20% of the videos in this
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study were coded to establish interrater agreement across the three students. The reliability
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45 procedures used in this study followed recommendations by the C-COI developers and
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47 consequently consisted of two levels (see Israel et al., 2016). The first phase consisted of broad
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50 agreement related to the nodes, specifically whether an interaction or independent problem-
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52 solving event occurred. To establish a high level of interrater consistency, the coders needed to
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55 reach 100% agreement in this first level prior to moving onto the second level of interrater
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57 agreement procedures. Once this first level of agreement was established, the coders began the
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4 second phase, in which agreement was established at the subnode level. For the second phase,
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7 there was 80% agreement between the researchers on the mutually- analyzed videos.
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9 3. Results
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12 3.1 Bradley
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14 Bradley was observed during four computing sessions in which he worked through
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17 computing puzzles in Code.org Code Studio. He was observed for a total of 103 minutes.
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19 Bradley could begin computing activities alongside his peers. When CS/CT instruction began, he
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21 retrieved his computer, logged into his student account, typed the URL for Code.org Code Studio
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24 and entered his credentials into the site without supports. Bradley’s teacher stated that during
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26 coding, he enjoyed his accomplishments, such as figuring out the correct set of blocks in Code
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29 Studio that allowed him to transition to a higher puzzle or level. If Bradley was stuck, he
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31 verbally expressed frustration and either went to his teacher or peers for help.
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34 He appeared to be engaged in the computing task for 67% of the time across all four
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36 observation sessions. When looking at the data, he had a high percentage of engagement with the
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computing task as well as with peers on three of the four observations. The exception was on the
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41 third observation, where he appeared distracted. On that day, he appeared to have a cold, as he
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43 sniffed, used tissue, and then threw it away several times. Also, he was disengaged from the
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46 computing activity to attend to another task in the room until his teacher redirected him back to
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48 the computing task. Towards the end of class, however, he became interested in the computing
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51 work of a friend and began discussing his friend’s work for a short time. Overall, Bradley was
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53 engaged with his peers 42% of the observation time, of which he used the CDF script for most
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interactions in three of the four observations. On the last observation, Bradley worked
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58 independently for most of the session. At one point, he became excited about his work. He
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4 expressed to his teacher that he won two trophies within Code.org Code Studio and asked her to
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7 see his work. He and his teacher discussed the blocks he used. On two other occasions, he
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9 indirectly sought help by looking at his peers and stating, “Nooooo. This is confusing!” and
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12 “This is extremely hard. I can’t do it.” He did not use the CDF conversation script, but rather
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14 asked his peers how to solve the computing puzzles. Figure 4 represents Bradley’s engagement
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17 across sessions as related to engagement with peers, adults, and the computer.
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Figure 4. Bradley’s Engagement during CS/CT Activities.
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48 When engaged in the computing tasks, he worked individually or with a peer on
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50 attempting to complete the Code Studio puzzles. It was common for Bradley to immediately ask
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53 for help from a peer after starting a new puzzle. For example, on 11/2/2015, he asked his friend,
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55 “Ronnie, can I have some help? Ronnie, you are not helping me!” On 11/12/2016, when Bradley
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58 asked for help, his peer, Samantha, asked him to demonstrate the actions he wanted to perform
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4 on the computer with his body. At that point, Bradley moved to the carpet and attempted to
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7 perform the task physically by walking in a square, as that was the step that he could not figure
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9 out in Code Studio (see Figure 5 for a screen capture of Bradley’s project). He sat down at his
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12 computer once again and attempted to program the actions he physically performed on the
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14 carpet. After a couple of minutes, he stated, “No one is helping me. This is just not fair.” At that
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17 point, Bradley’s teacher asked whether he attempted to solve the computing task with the CDF to
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19 which he replied that he did. She brought her chair to his desk and gave him verbal prompting to
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21 help him problem solve the task.
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24 During CDF engagement, Bradley often asked for help from his peers, but he answered
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26 their CDF questions without specificity. For example, on 11/19/2015, when a peer asked “What
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29 have you tried already?” Bradley answered by saying, “I don’t even know.” Although Bradley
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31 could use the CDF, he did so more as a strict script than as a method to prompt authentic
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34 conversations. In another example from 11/19/2015, Bradley took his computer to join Samantha
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36 who was helping a friend. He used the questions in the CDF but appeared to do so more as a cue
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card rather than to begin authentic interactions. That is, he asked Samantha each of the four
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41 questions in the CDF in order without follow up questions and without using her answers to
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43 prompt additional conversation. When unengaged, Bradley either chatted with friends about off-
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46 task topics or expressed frustration.
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48 During the observations, Bradley rarely interacted with adults (approximately 14.5% of
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51 the time). Bradley did not ask the teacher for help unless she approached him first to check his
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53 work. In fact, Ms. Post explained that when Bradley experienced an unfamiliar task, he often
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“just shuts down” (Classroom teacher, interview transcript line 167). She stated that she believes
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58 Bradley is showing slow improvement in this area. Many of the interactions between Bradley
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4 and Ms. Post involved her coaching him to problem solve in a step-by-step manner. Figure 5
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7 provides a picture of the program that Bradley was attempting to complete.
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29 Figure 5. Bradley's Computing Task.
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31 Below was a typical interaction in which Ms. Post approached Bradley and attempted to help
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34 him with his CS activity.
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36 Ms. Post: “What did you do?”
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Bradley: “I went move forward, move forward, left, move forward.”
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41 Ms. Post: “Yeah. Did it work?”
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43 Bradley: “No, wait. See?”
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46 Ms. Post: What else do you have to do?
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48 Bradley: I think I got to go right [pauses for two seconds] two times. [Bradley then dragged the
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51 turn right by 90 degrees block.] I think it would work.
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53 Ms. Post: What’s gonna happen when he turns right?
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Bradley: No. He has to turn right two times.
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58 Ms. Post: Which way is right?
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4 Bradley: Right there.
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7 Ms. Post: This way?
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9 Bradley: Yes
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12 Ms. Post: Look at this. If you go this way, what way is that? This is my what hand?
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14 Bradley: [Pause for three seconds] The left
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17 Ms. Post: Ooohhhhh!
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19 Bradley: No, see. That is right.
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21 Ms. Post: So which way does he have to turn?
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24 Bradley: Left
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26 They continued to work together. Although the problem was not solved completely, Bradley
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29 expressed excitement because he succeeded in moving his sprite.
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31 Analysis of video screen capture data using the C-COI confirmed analysis from the
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34 classroom observations. In one collaborative event that lasted for 11 minutes, for example, in
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36 which Bradley worked through a Code.org Code Studio puzzle, Bradley had six different
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communications that fell into three types of interactions: (1) Bradley addressed a peer twice
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41 seeking help with a computing task (1A: student verbally addresses a peer), (2) he once was
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43 approached by his teacher and communicated with her about a problem he faced (1B: Student
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46 verbally addresses an adult), and (3) on three occasions, he was approached by a peer without
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48 initiating that interaction because the peer noticed that Bradley was struggling (1C: A peer
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51 initiates the student to begin an interaction). These interactions related to problem-solving within
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53 the context of CS/CT. Unlike his peers, who had more varied types of interactions that included a
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combination of problem solving, socialization, and interactions wherein students expressed their
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4 excitement about their CS/CT work as well as the work of their peers, most of Bradley’s
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7 conversations focused on attempting to solve a challenge he faced during the computing task.
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9 During these interactions, Bradley did not explicitly state his difficulty (2B: Student
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12 expresses need for help but not explicit to the problem or topic). Consequently, his peers had to
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14 ask probing questions to ascertain how to help him. Interactions typically centered around
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17 problems that Bradley encountered (7A), but these interactions did not result in the problem or
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19 issue being solved (9A). In fact, at the end of the 11-minute interaction, Bradley abandoned the
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21 task and began working on another task. A partial transcript of a conversation between Bradley
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24 and his peers is provided below:
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26 Peer: What are you trying to do? That?
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29 Bradley: Yes, I am trying to go up, so do you put a circle, do you… [student is interrupted
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31 by his peer]
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34 Peer: What have you tried already?
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36 Bradley: Yeah, that worked, this worked.
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Peer: Let me see.
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41 They pressed Run, and a message appeared: “You are using all necessary types of blocks to
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43 complete this puzzle.
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46 Peer: See, that does not work because [pauses for three seconds], what else you think you
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48 can try?
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51 Bradley: I can’t do this. Oh gosh!
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53 Peer: What would happen if you put a right or left?
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Bradley: Let us see if left works okay? [Bradley drags the turn left by 90 degrees block into
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58 the coding interface.]
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4 Peer: Right there
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7 Bradley: Right there?
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9 Peer: On the top
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12 Bradley: Left on the top? [Bradley dragged the turn left by 90 degrees] Do I put it on the
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14 top?
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17 Peer: Yeah, put it down. Put it down.
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19 [Bradley places the turn left by 90 degrees block above the two moves forwards blocks.
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21 Then, he pressed reset and ran the code. A message appears: “You are using all of the
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24 necessary types of blocks, but try using more of these types of blocks to complete this
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26 puzzle.”]
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29 Bradley: Seeeeee! You have to have two move forwards.
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31 Peer: You put the left at the bottom. [Bradley places the left by 90 degrees block at the
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34 bottom of the two moves forwards blocks. He pressed reset and runs the code. A message
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36 appears: “You are using all of the necessary types of blocks, but try using more of these
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types of blocks to complete this puzzle”.
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41 Bradley: There is not left!
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43 Peer: No. You see, you turn left and then move forward.
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46 Bradley: And then what left and then? [The peer stopped talking to Bradley and the
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48 problem was not solved.]
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51 This conversation illustrated the frustration Bradley experienced as he tried to program the
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53 house in the puzzle. He could draw the bottom line of the house and turn the sprite to the
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left, but he could not figure out how to move the sprite up to build the side of the house.
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4 In this and other interactions between Bradley and his peers, the peer typically facilitated
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7 the use of the CDF rather than Bradley. In these conversations, the peer attempted to coach
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9 Bradley, who was having a difficult time understanding the purpose of the coding blocks, how
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12 the blocks could be used together to complete the task, as well as difficulties with sequencing
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14 and directionality. As can be seen both in the observation notes and C-COI data analysis,
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17 although Bradley was engaged in the computing activities for most of the observations, he rarely
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19 experienced success in completing computing tasks, either independently or collaboratively. This
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21 lack of success was seen even when the CDF was used by Bradley, his peers, and his teacher.
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24 3.2 Alex
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26 Alex was observed during five computing sessions in which he worked in the Code.org
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29 Code Studio. Alex could retrieve his assigned computer, access the Code.org website, and enter
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31 his username and password. Across all five observations, Alex was actively engaged with the
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34 computer and computing tasks 80% of the time. Figure 6 represents his engagement patterns
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36 across the sessions as related to his peers, adults, and the computing tasks. He engaged in
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conversations about computing with his peers 31% of the time and with his teacher 16% of the
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41 time. During these times of engagement, Alex typically did not succeed in finishing his projects
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43 or solving the computing puzzles. Like Bradley, when working with a peer, Alex typically did
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46 not describe the difficulty he faced, and the peer did not know how to help him.
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30 Figure 6: Alex's Engagement during CS/CT Activities.
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33 On multiple occasions, Alex asked for help before attempting to work independently on
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35 the computing task. The peer would then begin the CDF discussion by asking, “What did you
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38 try?” However, because Alex did not attempt to solve anything prior to asking for help, the
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40 conversation did not last (Observation notes, 11/12/15; 1/28/16). For example, on 11/12/2015,
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43 after Alex asked a peer for help, the peer responded by using the CDF and asked, “What did you
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45 try?” Alex did not respond, so the teacher prompted Alex by asking, “What did you need to do?”
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Alex responded to his peer and the teacher by saying, “I didn’t try anything.” At this point, his
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50 peer left the conversation, but the teacher remained with Alex to offer additional prompting to
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52 solve the computing puzzle. After the teacher left, Alex immediately sought help from another
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55 peer on a new computing puzzle. The peer stated that he was familiar with the coding task. At
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57 that point, the first peer that Alex interacted with on the previous problem joined the new peer to
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4 help Alex. The two peers took control of the computer and mouse to try to solve the computing
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7 puzzle. When they did not immediately solve the puzzle, Alex said, “What? No!” The peers
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9 attempted again successfully. Alex then independently tried to solve the next puzzle for a few
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12 seconds unsuccessfully and said, “I hate code. I hate it.” At that point, he pushed his chair away
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14 from the computer and said, “I didn’t even get to play. I’m mad.” At other times, Alex’s peers
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17 were more successful in helping him by offering step-by-step directions. For example, on
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19 11/19/2015, when Alex asked for help, his peer offered help by telling him the specific directions
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21 and blocks to use. Alex then followed these explicit directions alongside his peer.
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24 Within the times that Alex was actively engaged in communicating with his peers, he
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26 displayed CDF engagement 37% of the time. During these times, Alex did independently ask for
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29 help when he got stuck and communicated with a peer about coding through the CDF questions.
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31 Within those CDF engagement instances, Alex tended to solve or get close to figuring out a
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34 computing difficulty he faced. Additionally, when he solved the problem or moved on to the next
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36 level, he verbally expressed his excitement such as “Yes! I did it, I did it! I’m on level seven”
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(Observation notes, 11/2/15) or boast to himself, “Wow, this is easy. Wow, really easy!”
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41 (Observation notes, 11/19/15).
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43 When Alex was unengaged with the computing task, it was often in response to
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46 frustration with being unable to solve the problem. For example, on one occasion, Alex struggled
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48 to figure out the correct code, and within two minutes of working, he got frustrated and made the
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51 “awwwww” sound. He then stopped working and simply sat at his computer (Observation notes,
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53 12/3/15). He sometimes expressed his frustration verbally. For example, when frustrated, he said,
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“I hate code, I hate it!” and then stopped both coding and interacting with others (Observation
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4 notes, 11/12/15). At this point, Alex sat without doing anything for several minutes until the
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7 teacher came over to inquire about how he was doing.
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9 A 10-minute event captured through the C-COI analysis exemplified how Alex interacted
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12 with his peers. In this event, Alex started working independently three times (0B: Student works
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14 independently). He twice interacted with peers by requesting help (1A: Student verbally
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17 addresses peers). In both instances, Alex did not explicitly explain his difficulty (2B: Student
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19 expressed a need for help, but it is not explicit to the problem), and during both instances, even
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21 with the peer’s assistance, the problem was unsolved. After less than two minutes, Alex asked
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24 for help from another peer. A new peer came to his desk and used the CDF to attempt to
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26 ascertain Alex’s difficulty. Again, Alex did not explicitly explain his problem to the peer. This
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29 time, however, Alex looked at his peer’s computer to see if his peer was on the same coding
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31 puzzle, which provided some necessary information. After the peer left, Alex attempted again to
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34 solve the computing puzzle independently and was successful. The following example was the
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36 first interactive instance with the second peer.
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Alex: Did you pass this level?
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41 Peer: Ehhh, yes.
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43 Alex: I do not know what it is, but I did this correct. See? [Alex presses the Run button to show
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46 the peer what he did so far].
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48 Peer: Yes, you did, but I know how to do it. You need right, I think [Alex follow’s his peer’s
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51 directions] and push forward. [Alex did not follow the peer’s direction this time; instead, he
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53 clicked Run]. I did this before. Trust me man. Check if it works.
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[Alex clicks run. A message appeared: "You are using all of the necessary types of blocks, but
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58 try using more of these types of blocks to complete this puzzle]
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4 Alex: Ohhhh
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7 Peer: Aye!
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9 Alex: Ahhh [Alex's voice indicated frustration]. This is so hard! Can you show your computer?
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12 [Alex moves the turn right by 45 degrees and move forward by 100 pixels blocks into the trash]
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14 Peer: I am not at that level. I am on a different level, man. I cannot remember how to do this.
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17 Alex: Yeah, me either.
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19 Like Bradley, Alex spent most of the computing time on task and engaged. However, he
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21 had difficulty understanding the purpose of each programming block and how these blocks
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24 worked to create a program. Despite these challenges, he was motivated to learn and got close to
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26 solving the computing problems through the interaction with his peers.
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29 3.3 Demetrius
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31 Demetrius was observed during four computing sessions in which he worked on
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34 Code.org’s Code Studio puzzles. Demetrius was familiar with the routine of computing and with
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36 the Code.org Code Studio. He could take his computer to his desk independently. To log into
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Code Studio, Demetrius used a cue card with step-by-step directions to enter his student account
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41 and type the URL for Code.org. With the use of this cue card, he could successfully log into
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43 Code Studio.
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46 He often engaged in self-talk during computing time. For example, on 11/5/2015, he
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48 repeated the phrase, “Let’s get started!” during the class. Demetrius was engaged with the
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51 computing puzzles 82% of the time, although this level of engagement often involved returning
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53 to computing tasks he previously completed rather than working on new tasks or puzzles. For
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example, the observation on 11/12/15 showcased high engagement; however, when looking at
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58 what Demetrius was doing during that observation, he was observed rerunning computing
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4 puzzles that he previously completed. Demetrius did not do any new programming on this day
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7 (such as adding new programming blocks). Rather, although he was engaged with the computing
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9 software, this engagement only involved running his previous code and watching the “Flurb”
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12 (i.e., the creature) get to the treasure in each level.
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14 During other observations in which the computing puzzles were not already completed, it
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17 did not appear that Demetrius attempted to complete the computing tasks independently. For
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19 example, on 11/19/15, Demetrius was playing a Curious George video game on the computer
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21 when his teacher informed the class that they were going to start coding time. He switched to
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24 Code Studio and began to ask for help from one of the research assistants in the classroom as his
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26 instructional aide was not yet in the classroom. The research assistant offered cues and verbal
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29 prompts until the puzzle was solved. At that point, Demetrius turned off Screencastify and
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31 switched back to the Curious George video game. The research assistant decided not to restart
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34 the video screen recording as Demetrius was becoming agitated. Demetrius consequently played
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36 this game until it was time to move onto another class activity.
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Figure 8 showcases Demetrius’s engagement patterns across the sessions as related to
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41 peers, his teachers, and the computing tasks. Demetrius did not interact with his peers during any
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43 of the observations, and all interactions observed were initiated by the instructional aide.
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46 According to the technology coach, his lack of collaboration was primarily due to his lack of
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48 functional communication.
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51 Demetrius’s computing behavior is best characterized as a cycle of working
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53 independently for a few seconds on a computing puzzle he has previously completed or working
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unsuccessfully on a new puzzle for a couple of seconds followed by skipping to another puzzle
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4 and repeating the cycle. The amount of time he persisted independently on any given puzzle was
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7 low (Median=21 seconds, Range= 12 - 89 seconds).
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9 In some instances, the instructional aide took over Demetrius's computer and mouse to
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12 get him through a difficulty because she was unsuccessful in helping him through verbal
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14 prompting and support. For example, on 11/12/2015, Demetrius remained on the same
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17 computing puzzle for over 20 minutes with little success. During this time, the instructional aide
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19 sat near Demetrius during the entire observation. He worked on the computing puzzle for a few
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21 seconds and then become distracted by something else. The instructional aide then attempted to
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24 redirect him to the task. Observation notes indicated that rather than using a repeat block, which
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26 was necessary to complete the task, Demetrius continued to add additional move forward blocks
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29 for his code. The instructional aide provided verbal prompting to attempt to help Demetrius
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31 understand the code. After approximately 20 minutes, the instructional aide took over the
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34 computer and mouse for two minutes. She then handed the computer back to him and pointed
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36 towards blocks that were needed to solve the computing puzzle successfully.
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Demetrius did not independently attempt to interact with his peers, teacher or
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41 instructional aide. If interactions did occur, these interactions almost always occurred because
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43 the aide or teacher initiated those interactions (Observation notes, 11/5/15; 11/12/15; 11/19/15;
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46 12/3/15). For example, on 12/3/2015, within the 16-minute observation, Demetrius did not
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48 interact with his peers even though his peers were near him physically. This was consistent with
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51 other observations. He interacted with the instructional aide for 11 minutes. These interactions
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53 involved the aide assisting him in problem-solving when he was stuck.
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32 Figure 8: Demetrius's Engagement during CS/CT Activities.
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34 In another example, on 12/3/2015, in five of the six interactions where the instructional
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aide initiated an interaction with Demetrius around a computing problem, he did not respond to
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39 this attempted interaction. In one instance, an interaction between Demetrius and the aide
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41 occurred (6B: Adult and student interact), but the interaction led to the TA clearly stating that
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44 she did not know how to help (8L: Adult and student discuss the problem/difficulty and then the
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46 adult directs the student to another person).
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49 When examining Demetrius’s interactions with the C-COI, it became clear that his most
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51 common interactive behaviors were initiated by the instructional aide (1D: Student is initiated by
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an adult) while he was working independently (4B: Adult offers support to the student who is
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56 working independently on a problem or topic). The instructional aide usually began the
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4 interactions by asking Demetrius questions about his computing/programming activities (5A:
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7 Problem or topic is related to computing/programming). She asked him questions to attempt to
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9 help him focus on the puzzle. These types of interactions typically ended in Demetrius ignoring
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12 the instructional aide (6G: Student ignore or cannot hear student’s response).
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14 For example, below is an example wherein the instructional aide attempted to interact with
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17 Demetrius:
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19 Instructional Aide: Do you know what that means? Every time you see a question mark you
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21 have to add a number? Can you click in that? Click on that number?
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24 Demetrius: [ignores and changes levels]
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26 In both the classroom observations and CCOI analysis, although Demetrius was engaged
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29 with computing, the quality of that engagement was low. When working independently, he
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31 exhibited the repetitious behavior of starting a computing puzzle and immediately pressing run
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34 without manipulating any blocks. After approximately 20-30 seconds, he would skip to the next
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36 puzzle and repeat the same behavior. The CDF was not an effective intervention for Demetrius
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as he needed more verbal and specific prompting on computing activities than his classmates.
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41 4. Discussion
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43 In this study, three students with ASD participated in class-wide CS/CT instruction using
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46 a fairly structured computing curriculum that guided students through increasingly more
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48 complex programming activities. The three students in this study had significant challenges both
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51 with the content of those activities and with working collaboratively with their peers. Despite
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53 these challenges, however, all three students did engage in the computing activities for much of
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the instructional time, although the level of engagement they exhibited was not always high.
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58 Three important findings emerged from this study that will be discussed in detail below. First,
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4 the instructional challenges these students faced in CS/CT closely resembled academic
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7 challenges that students with ASD face in areas such as mathematics. For example, the students
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9 all had difficulty persisting and working through computing problems and often either avoided
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12 challenging tasks or requested help prior to attempting to persevere. Second, although the
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14 scripted questions of the CDF were taught to promote elaborated discussions and to guide
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17 students’ interactions, the CDF on its own did not provide enough support to these learners.
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19 Third, it did not appear that the students received sufficient supports to help them meaningfully
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21 engage in the computing activities. That is, none of the observations made note of any
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24 proactively planned individualization or scaffolding. Rather, when the students needed
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26 immediate help, the teachers and peers provided that help.
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29 4.1 CS/CT Challenges
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31 In this study, although the students could all complete the steps of getting their computers
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34 and signing into the computing software, both the observation and C-COI data revealed several
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36 challenges including a lack of understanding of the programming blocks and/or how the blocks
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could be used to solve the computing puzzles. Because the students in this study struggled with
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41 completing the computing activities, they either gave up quickly or got frustrated. In many cases,
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43 they immediately asked or received support from a peer or teacher.
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46 4.1.1 Connection between mathematics and CS/CT challenges. There were several
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48 parallels between the challenges that the students in this study faced with CS/CT and challenges
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51 that many students with ASD face during mathematics instruction. The connection with
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53 mathematics may provide a roadmap for developing instructional approaches in CS/CT that
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could benefit students with ASD. For example, several studies in mathematics education research
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4 point to promising instructional strategies developed and tested to increase math learning for
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7 students with ASD (e.g. King, Lemons, & Davidson, 2016; Gevarter, et al., 2016).
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9 It is important to remember that the mathematics achievement of students with ASD is
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12 variable (King et al., 2016); this variability was also observed in this computing-focused study.
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14 Despite these differences, the challenges that Bradley, Alex, and Demetrius faced in computing
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17 were not unlike challenges that many students with ASD face during mathematics instruction.
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19 For example, Bradley and Alex’s teacher explained that both students had strong recall of
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21 mathematics facts, but they struggled with using these mathematics facts to solve problems. This
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24 is consistent with findings from research on students with ASD showcasing the discrepancy
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26 between arithmetic recall and problem-solving (Wei, Christiano, Yu, Wagner, & Spiker, 2014).
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29 Future research should closely examine the relationship between challenges in computing
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31 and challenges in mathematics. For example, Rockwell, Griffin, and Jones (2011) explained that
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34 students with ASD struggle with mathematical problem solving because they need to use both
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36 numeric and semantic knowledge. They investigated the use of schema-based instruction, which
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helps students create mental problem-solution representations with visual representations of
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41 problems alongside direct instruction. Rockwell et al. found that this instruction increased
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43 mathematical problem-solving skills of students with ASD. These instructional approaches may
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46 benefit students with ASD in computing instruction. In Bradley’s case, for example, offering him
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48 a mechanism for visually representing the task and building a model prior to coding might have
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51 helped him understand the next step in figuring out the problem presented in Figure 5.
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53 Computing is a process that requires multiple steps, and those steps are often not clearly
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defined. The students in this study expressed frustration about the computing activities they
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58 could not solve independently. For these learners to be successful within CS/CT activities,
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4 serious consideration must be given in how instruction can be delivered in a manner that
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7 minimizes frustration for students who struggle with complex multi-step problems. Whether
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9 intentionally or not, the adults and peers in this study provided explicit instruction to the students
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12 help participate in the computing activities. This finding was consistent with results from Ratcliff
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14 and Anderson (2011) in which students with disabilities engaged in computing activities when
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17 provided additional supports that included explicit instruction.
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19 Explicit instruction involves verbal prompting, modeling, and immediate feedback both
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21 from teachers and peers, which can move students toward mastery by breaking down information
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24 into meaningful chunks, so the students are not overwhelmed and immediately give up (Archer
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26 & Hughes, 2011). The explicit instruction that the adults and peers used in this study was
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29 implemented in reaction to the students’ difficulties and frustration rather than proactively to
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31 mediate the difficulties. This explicit instruction involved the use of feedback to address errors
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34 that the students made.
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36 A complicating factor within computing instruction is that computing is typically
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designed to be open-ended. Explicit instruction can seem like a contradictory instructional model
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41 within computing. Therefore, many questions emerge about how to provide the right amount of
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43 explicit instruction to students to require this type of instruction while maintaining the integrity
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46 of the computing experience. Future research should therefore examine how to (a) proactively
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48 build in some explicit instruction into the more open-ended computing tasks and (b) balance
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51 explicit instruction within computing instruction in a manner that allows for student creativity
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53 and choice alongside effective modeling and feedback.
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Additionally, the current study had similar findings to those of Snodgrass et al. (2016) as
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58 related to the need to examine the students’ individualized supports. Snodgrass and colleagues
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4 found that prior to implementing each student’s individualized supports, the students exhibited
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7 limited engagement in computing. Once the individualized supports that were used across the
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9 school day were introduced into these students’ computing activities, their engagement
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12 increased. Thus, they showcased the need to tailor instructional supports to the individuals with
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14 disabilities in order to increase access and engagement within CS/CT. These findings were
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17 unsurprising as there is a great deal of evidence that students with disabilities can be successful
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19 in academic learning, including the STEM areas, once they are provided with individualized
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21 supports. In the current study, the initial hypothesis was that the use of the CDF discussion
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24 script would help the students collaboratively problem solve, but this strategy on its own was not
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26 sufficient. It was not individualized and tailored to the unique needs of the students.
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29 Additionally, the explicit instruction that was used occurred in reaction to difficulty rather than
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31 proactively to attempt to remediate some of the challenges faced by the students. Future research
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34 should extend both the current study and Snodgrass et al. (2016) to focus on how to translate
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36 individualized supports that are successful in other instructional areas to CS/CT.
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4.1.2 Locus of control and CS/CT engagement. For Bradley and Alex, the observation
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41 and C-COI analysis revealed that their level of engagement was closely related to their level of
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43 success with the computing tasks. When they made progress, the students were engaged. When
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46 they were stuck, they often became frustrated and stopped working. For these students, the
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48 connection between success or failure and engagement mirrors studies related to learned
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51 helplessness, attribution theory and locus of control. Ability, effort, task difficulty, and luck have
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53 been described as attributions for either perceived success or failure (Weiner, 1985). Within
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these attributions, locus of control refers to the location of the cause of success or failure (e.g.,
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58 internal or external to the individual) and controllability refers to the student being able to affect
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4 the cause of success or failure such as the amount of preparation (Weiner, 1985; 2010). When
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7 students have control of the outcome (e.g., they have strategies such as proactively planning their
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9 steps to attempt to solve the problem), then they are more likely to persist in increasingly
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12 difficult tasks. On the other hand, after repeated unsuccessful attempts of solving a task, students
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14 can develop performance-avoidance tendencies and eventually learned helplessness manifests
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17 (Jarvis & Seifert, 2002). These behaviors include giving up easily and asking for help the instant
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19 a difficulty is experienced, which was observed in both Bradley’s and Alex’s data.
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21 It was difficult to tell whether learned helplessness or attribution theory explained
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24 Demetrius’ computing behaviors, as he enjoyed running programs that he previously completed
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26 and was engaged with these activities. He did not attempt new computing puzzles unless the
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29 instructional aide encouraged and scaffolded these experiences for him. When he was observed
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31 on other computer-based activities, such as playing the Curious George video game, he did not
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34 exhibit these same behaviors. Because of his limited functional verbal ability, however, it was
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36 difficult to tell whether he chose to spend his time on already-completed puzzles because of
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frustration with new tasks or because he simply liked to experience the completed puzzles. It
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41 could also be that when Demetrius was unable to solve a computing puzzle, he might have
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43 attributed his failure to lack of computing ability and thus gave up. However, his motivations and
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46 emotions were masked by his inability to explain when and why he was frustrated.
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48 Future research should focus on using non-verbal communication strategies to support
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51 students with ASD that have limited verbal communication. For example, many individuals with
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53 ASD prefer learning using visual materials rather than by listening (Cohen, 1998). Because of
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these preferences, there is evidence suggesting that visual supports can lead to positive outcomes
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58 to help students such as Demetrius express needs, challenges, and make requests of teachers and
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4 peers. Examples of such supports include Picture Exchange Communication System (PECS;
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7 Bondy & Frost, 1994) and social stories (Gray & Garand, 1993). The visual supports could be
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9 pictures with words cuing the next step in a problem-solving strategy or a request for help. It can
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12 also involve a cue to maintain attention, represent a concept in a concrete manner, or help the
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14 student express thoughts (Rao & Gagie, 2006). These supports should be studied within the
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17 context of computing in order to effectively make these strategies available to students with ASD
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19 within computing activities and to see whether they can be used to increase meaningful
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21 engagement for students such as Demetrius.
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24 4.1.3 Peer Collaboration Challenges. Given the focus on collaboration within the CS
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26 education community (K-12 CS Framework, 2016), it was critical to examine how the students
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29 in this study interacted with their peers. Each of the students in this study had different levels of
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31 social and communication strengths and deficits. This was consistent with the literature about
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34 social and communication challenges of students with ASD (e.g., Koegel et al., 2012; McGee et
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36 al., 1997). For example, although Bradley and Alex could verbally communicate with their peers
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and teachers, the communication script of the CDF only afforded limited support. The CDF
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41 provided a method for the students to ask for help. It also gave the peers an initial routine for
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43 interacting with the students. However, these interactions did not prove to be particularly helpful
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46 in either supporting the students in solving the computing tasks or promoting more authentic
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48 interactions. For Demetrius, who had more limited verbal communication, the CDF was not
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51 effective as he could not verbally ask for help or provide answers to the instructional aide if she
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53 asked questions from the CDF. For him, it would be helpful to modify the CDF script so that the
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instructional aide or peers could say things such as, “You tried to move the sprite left. I wonder
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58 what would happen if we moved it right?” Although the students in this study received support
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4 from peers, teachers, or the instructional aide, none of the students received enough support to
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7 allow them to navigate the computing experiences successfully.
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9 Findings related to the limited impact of the scripted communication of the CDF leads to
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12 further questions about how to leverage the advantages of scripted conversations within
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14 computing instruction, especially for students with disabilities. For example, it appeared that at
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17 least for Bradley and Alex, there should have been a step prior to the CDF that could potentially
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19 create the conditions for the CDF to be more effective. Because they immediately requested help,
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21 the students in this study might benefit from strategies related to self-regulation to help them
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24 moderate their frustration. Self-regulation refers to the process that allows students to engage in
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26 goal-directed activities (Karoly, 1993; Schunk & Zimmerman, 1994). Self-regulation is critical
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29 to success in CS/CT as it is involved in tasks such as planning, problem-solving, and choice
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31 making. Additionally, several studies have tied self-regulation with join engagement (defined as
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34 experiences wherein children actively engaged in an activity with another person) as well as
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36 academic success (Jahromi, Bryce, & Swanson, 2013). Future research should closely study the
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39
relationship between self-regulation, collaborative problem solving, and computing for students
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41 with disabilities.
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43 4.2 Limitations
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46 The results of this study should be viewed within the context of several limitations. First,
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48 although the participants in this study were recruited with specific criteria related to disability
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51 diagnosis and basic computing ability, the limited number of participants and the variability
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53 among students with ASD limits the generalizability of the findings. Replication studies will be
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necessary to ascertain whether the challenges faced by the three students in this study are
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58 consistent with other students with ASD. Second, this study only included four or five
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4 observations for each of the participant’s computing and collaborative behaviors. Although this
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7 number of observations was consistent with recommendations for C-COI use and most CSCL
8
9 studies examine what make single collaborative experiences successful or unsuccessful (Barron
10
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12 et al., 2009), additional observations focused on the relationship between time, communication,
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14 and learning could lead to a fuller understanding of the temporal dimensions of discourse and
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17 learning (Mercer, 2008). Third, although the findings suggest a strong relationship between
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19 challenges in CS/CT and challenges in mathematics, the current study did not include data
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21 collection within mathematics instructional settings. Future studies should investigate the same
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24 students across academic content areas to better understand the relationship between challenges
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26 in CS/CT and other content areas. Lastly, although the study made use of the C-COI instrument,
27
28
29 a validated instrument with strong reliability measures, there might be aspects of student
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31 engagement in computing that were not captured through this instrument alongside the
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33
34 observations. For example, this study did not include student or parent interviews or other
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36 measures of self-regulation or persistence. Future research should include additional measures to
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39
triangulate observational and C-COI data.
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41 5.0 Conclusions
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43
44 This study provided an initial lens into the engagement of students with ASD in inclusive
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46
47
computing instructional settings. Findings support the assertion that although the students in this
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49 study and their peers were taught to use the CDF, a scripted conversation strategy to help
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51 facilitate collaborative problem solving, and two of the three students in this study were able to
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53
54 use the CDF, the students in this study needed additional support beyond the CDF to actively
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56 engage in the CS/CT activities. These findings are important to consider to better understand
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4 how all learners, including those with disabilities, can attain Papert’s (1980) hope that computing
5
6
7 can be a broad learning tool. The present study provides important directions for future research
8
9 on the integration of the CDF alongside strategies for metacognitive self-regulation and
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12 additional explicit instruction. Findings also suggest a parallel between learning and engagement
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14 within CS/CT and mathematics for students with ASD, which should be further explored in
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16
17 future studies. Future studies should, therefore, also expand upon the design of this study by
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19 examining student engagement and collaboration across both CS/CT and mathematics instruction
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21
to compare challenges, supports, and instructional strategies across settings.
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23
24 References
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26
27 American Psychiatric Association. (2015). Diagnostic and statistical manual of mental disorders
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29 (5th ed.) Washington, DC: Author.
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32
Appleton, J. J., Christenson, S. L., & Furlong, M. J. (2008). Student engagement with school:
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34 Critical conceptual and methodological issues of the construct. Psychology in the
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36 Schools, 45(5), 369-386.
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39 Archer, A. L., & Hughes, C. A. (2011). Explicit instruction: Effective and efficient teaching
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41 (What works for special-needs learners). New York: The Guilford Press.
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44 Barron, B., Martin, C. K., Mercier, E., Pea, R., Steinbock, D., Walter, S., ... & Tyson, K. (2009,
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46 June). Repertoires of collaborative practice. In Proceedings of the 9th international
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51 International Society of the Learning Sciences.
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4 Center for Disease Control and Prevention. (2012). Prevalence of autism spectrum disorders.
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6
7 Morbidity and Mortality Weekly Report, 61(3), 1–24. Retrieved from
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9 http://files.eric.ed.gov/fulltext/ED530639.pdf
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12 Bondy, A. S., & Frost, L. A. (1994). The picture exchange communication system. Focus on
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14 Autistic Behavior, 9(3), 1–19.
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17 Charman, T., Jones, C. R., Pickles, A., Simonoff, E., Baird, G., & Happé, F. (2011). Defining the
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19 cognitive phenotype of autism. Brain Research, 1380(22), 10-21.
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21 Chiang, B., Thorpe, H. W., & Lubke, M. (1984). LD students tackle the LOGO language:
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24 Strategies and implications. Journal of Learning Disabilities, 17(5), 303-304.
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26 Christenson, S. L., Reschly, A. L., & Wylie, C. (Eds.). (2012). Handbook of Research on Student
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*Highlights (for review)

Highlights

 Elementary students with Autism Spectrum Disorder engaged in computing instruction.


 Students learned a collaborative conversation script for collaborative problem solving.
 Students were engaged although frustration and limited success were present.
 Instructional strategies for students with disabilities in computing are needed.

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