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Girls Who Code Confidently and Effectively - A study of
student engagement and learning in an after-school
coding club
Gabriela Buraglia
Industrial and Systems Engineering
Undergraduate Research Thesis
University of Florida
Supervisory Committee
Christina Gardner-
McCune, PH.D.
Juan E. Gilbert,
PH.D.
Wayne Giang,
PH.D.
Engaging Learning
Lab
Human-Experience
Research Lab
Human Systems Engineering
Lab
University of Florida University of Florida University of Florida
[email protected] [email protected] [email protected]
mailto:[email protected]
Table of Contents Abstract 5
Background 5
Girls Who Code and Other Initiatives 5
Study Results on Other After-School Coding Clubs 6
Girls Who Code 6
Scratch 7
Figure 1: Scratch programming environment 7
Learning Trajectories 7
Figure 2: Sequence learning trajectory 8
Figure 3: Repetition learning trajectory 8
Research Methods 9
Overview 9
Research Context 9
Participants 9
Table 1: Results to participants demographics survey 10
Data Collection 10
Teaching Curriculum 10
Table 2: Program schedule 12
Weekly Lessons 12
Figure 5: Example meeting agenda 13
Figure 6: Example pre-assessment 14
Figure 7: Example teaching guide 15
Figure 9: Example starter project from Girls Who Code 17
Figure 10: Example post-assessment 18
Project Creation 18
Exit Interview 19
Data Analysis 19
Findings 19
Short-Term Learning 19
Table 3: Results from short- and long-term assessments 20
Figure 11: Post-Assessment Scratch Loops Conceptual Question 21
Long-Term Learning 21
Demonstrated Understanding of Loops Exit Interview 22
Figure 12: Cumulative Assessment Loop Conceptual Question 22
Figure 13: Cumulative Assessment Loop Coding Question 23
Figure 14: Answer choice b from Cumulative Assessment Loop Conceptual Question 24
Demonstrated Understanding of Functions Exit Interview 24
Figure 15: Cumulative Assessment Function Conceptual Question 25
Figure 16: Cumulative Assessment Function Coding Question 25
Demonstrated Understanding of Variables Exit Interview 26
Figure 17: Cumulative Assessment Variable Conceptual Question 26
Figure 18: Cumulative Assessment Variable Coding Question 27
Demonstrated Understanding of Conditionals Exit Interview 28
Figure 19: Cumulative Assessment Conditional Conceptual Question 29
Figure 20: Cumulative Assessment Conditional Coding Question 29
Attitude and Perceptions Toward Computing Survey 30
Table 4: Attitude and Perceptions Toward Computing Survey Results 30
Statistical Analysis in Attitude and Perceptions Toward Computing Survey 31
Figure 21: Box plot of questionnaire results before and after the program for question “I am good at programming” 31
Figure 22: Box plot of questionnaire results before and after the program for question “Computer Jobs are Boring” 32
Discussion 33
Short- vs. Long-Term Learning 33
Table 5: Average Percent of Students Who Answered Correctly in the Post-Assessment (Short-Term) and Post-Interview (Long-Term) 33
Learning Trajectories 34
Figure 23: Sequence learning trajectory 34
Figure 24: Repetition learning trajectory 35
Figure 25: Conditionals learning trajectory 36
Attitude and Perceptions Toward Computing Survey 36
Limitations 36
Future Work 37
Conclusion 37
References 37
Personal Biography 38
Abstract
Although women work close to half of all jobs in the U.S. economy, they hold less than 25% of STEM
(Science, Technology, Engineering, and Mathematics) jobs.1 This is especially true in the field of Computer
Science where only 19% of Computer Science bachelor degree recipients are female.2 3 While there are
multiple explanations for the underlying causes of these statistics, one possible reason is the lack of
Computer Science exposure and access for young girls. This paper focuses on Girls Who Code (GWC), an
after-school Computer Science program designed specifically for young female students. This study
investigates an implementation of the GWC program in Gainesville, FL and evaluates student engagement
and the program’s effect on short- and long-term learning. We present findings focused on 4 conceptual
areas: variables, conditionals, loops, and functions. As well as comparisons between perception survey
results before and after the program. We found no significant difference between short- and long-term
learning and found that topic difficulties in the short-term translated to similar difficulties in the long-
term. We found that students were able to articulate their thought process and explain their level of
understanding at the completion of the program. We believe that individual project work at the end of
the program helped achieve this result by allowing students to apply and solidify concepts learned in
earlier weekly lessons. We also found that interest in Computer Science stayed constant throughout the
program, but there was a significant change in personal perceived current programming ability. These
findings suggest that the Girls Who Code curriculum is effective in teaching students both in the short-
term and long-term and supports that the program effectively engages students and helps them develop
coding confidence and maintain an interest in the field.
Background
Girls Who Code and Other Initiatives
Girls Who Code was founded in 2012 by Reshma Saujani. Today they have served an estimated 185,000
girls. Girls Who Code reports that today only 24% of Computer Scientists are women, down from 37% in
1995. Their mission is to close the gender gap in technology by educating young girls.4 Many other
programs have followed suit in contributing to this goal. Such programs include Black Girls Code founded
in 2011, which focuses on providing workshops and opportunities to teach young girls from
underrepresented communities basic programming skills.5 Kode with Klossy is another program that
provides coding opportunities for young girls, specifically a 2-week summer coding camp.6
Other initiatives have also developed with similar ideals. These include TECHNOLOchicas, an initiative that
aims to raise awareness among young Latina girls about potential opportunities and careers in technology
1 Beede, David N. and Julian, Tiffany A. and Langdon, David and McKittrick, George and Khan, Beethika and Doms,
Mark E., Women in STEM: A Gender Gap to Innovation (August 1, 2011). Economics and Statistics Administration Issue Brief No. 04-11. Available at SSRN: https://ssrn.com/abstract=1964782 2 https://ncses.nsf.gov/pubs/nsf19304/digest/field-of-degree-women 3 https://nces.ed.gov/programs/digest/d17/tables/dt17_318.30.asp 4 https://girlswhocode.com/about-us/ 5 http://www.blackgirlscode.com/ 6 https://www.kodewithklossy.com/impact
https://ssrn.com/abstract=1964782https://ncses.nsf.gov/pubs/nsf19304/digest/field-of-degree-womenhttps://nces.ed.gov/programs/digest/d17/tables/dt17_318.30.asphttps://girlswhocode.com/about-us/http://www.blackgirlscode.com/https://www.kodewithklossy.com/impact
by showcasing role models in their communities.7 Another example is the CoderDojo Girls Initiative that
aims to increase the number of girls attending a CoderDojo from 29% to 40% by 2020.8 Like Girls Who
Code, the CoderDojo movement is a network of community-based informal programming clubs for young
students aged 7-17.
Study Results on Other After-School Coding Clubs
Sheridan and Goggin (2016) explored and categorized the learning gained through CoderDojo coding
activities by aligning observational data collected by CoderDojo mentors about participants across four
participating European countries with the European Qualifications Framework levels 1 to 3. They found
93% of participants regardless of age attained basic computer-related skills such as starting a computer,
saving and editing work unaided, and defining what a computer or programming language is. 74% of
participants aged 7 to 12 attained skills from the second level such as understanding variables and
iteration, creating an app by applying concepts previously learned in structured learning and verbalizing
issues in terms of bugs. And no children younger than 16 achieved skills at the third level such as
transferring knowledge to other programming languages, communicating learning, or mentoring other
students at a more junior level.
Similarly, another non-gender specific program, Code Club also reported their findings with respect to
learning. Code Club is a voluntary based weekly after-school coding program for children aged 9-13 which
originated in the UK. Club leaders reported children's confidence level on different programming concepts
by rating them on a ten-point Likert scale. They found most clubs showed that students were “at least
reasonably confident” using a variety of programming concepts, with debugging being rated lower than
other concepts. Both conditionals and variables were reported by a similar number of clubs at each
confidence level, with both peaking at a confidence level of 7 although more clubs reported this
confidence level for conditionals than variables. They found that overall students were able to cope with
difficult programming concepts while remaining engaged and enjoying participation.
Girls Who Code
The Girls Who Code program provides after school coding clubs as well as summer program opportunities,
and during both, like TECHNOLOchicas, focus on providing role models to participants by accompanying
programming lessons with women in technology spotlights that help students learn about both historical
and current influential women. Their efforts seem to be paying off. Across all initiatives Girls Who Code
has served an estimated 185,000 girls to date where half of those girls come from historically
underrepresented groups. Girls Who Code now has approximately 5,000 college-aged alumni. Those
alumni declared Computer Science related majors at a rate 15 times the national average.9
In the last year, Girls Who Code expanded their after-school programs to include elementary aged
students by identifying the importance of reaching girls as early as possible. Clements and Gullo (1984)
found that teaching programming to young children can help increase some aspects of problem-solving
ability. We focused our chapter on an elementary grade level cohort to explore this subset of students,
which for Girls Who Code is a new addition.
7 https://technolochicas.org/ 8 https://coderdojo.com/girlsinitiative/ 9 https://girlswhocode.com/2017report/
https://technolochicas.org/https://coderdojo.com/girlsinitiative/https://girlswhocode.com/2017report/
Scratch
Scratch is a block-based programming environment, which as a result of it’s visual, easy to manipulate
constructs, allows novice programmers to learn Computer Science concepts without the burden of syntax
errors. Scratch was developed by the Lifelong Kindergarten research group at the MIT Media Lab with the
goal of providing an approach to programming that would be appealing and accessible to all ages,
backgrounds, and interests (Resnick, Maloney, Monroy-Hernández, Rusk, Eastmond, Brennan, Millner,
Rosenbaum, Silver, Silverman and Kafai 2009). Their current and future approach stems from wanting to
“lower the floor and widen the walls” by removing conceptual barriers to entry while allowing for a large-
breath of options to create projects that will deepen core computational ideas. In Scratch there are no
connections between conditionals and repetition in early levels and effectively using a conditional does
not require an in-depth understanding of variables and comparison operators, as is the case for traditional
text-based languages (Rich, Strickland, Binkowski, Moran, and Franklin 2017).
Figure 1: Scratch programming environment
Learning Trajectories
Along with deciding when Computer Science should be taught there is also a big question of how and in
what order, Rich et. al (2017) present three learning trajectories on sequence, repetition and conditionals
(see figure 2 through 4). These learning trajectories help map how students can be guided from pre-
existing knowledge to more complex Computer Science concepts via a spiral curriculum connected over
three levels of complexity (Rich et. al 2017). Students aren’t expected to traverse through all learning
objectives from a single exposure to the topic, instead the trajectories are created in a way that allows for
multiple paths depending on the specific instance of exposure and the specific level that a student falls
into. These will be explored in more detail later in the Discussion section in reference to the Girls Who
Code program.
Figure 2: Sequence learning trajectory
Figure 3: Repetition learning trajectory
Figure 4: Conditionals learning trajectory
Research Methods
Overview
The goal of this research study is to investigates an implementation of the Girls Who Code program in
Gainesville, FL and evaluate student engagement as well as the program’s effect on short and long-term
learning. Learning measures were focused on 4 conceptual areas: variables, conditionals, loops, and
functions and were measured via written assessments and a verbal exit interview. And engagement was
measured via a perception survey administered before and after the program.
Research Context
This research was conducted within the context of an existing Girls Who Code Chapter in Gainesville led
by myself, Natalie Remon, and Taylor Hansen. The program had two cohorts, one elementary cohort
learning Scratch and a high school cohort learning Python. However, the participation of the high school
group was sporadic due to a busy involvement schedule. They did participate in several lessons, along
with the pre- and post-assessments, but they did not create a project or participate in an exit interview.
For that reason, their results and participation will not be discussed in this thesis.
Participants
Students were recruited in the fall prior to the beginning of the program through outreach events in the
community and via Facebook advertising. We volunteered at a STEM night at a local elementary school
and promoted the club at the end of the planned activity. We also spoke to after-school clubs such as a
robotics club and a women in STEM club at 2 local high schools. The Facebook advertising also helped to
gain traction as well as remind previously interested individuals.
From these participants that were recruited to join the Girls Who Code program, they were then given
the option of participating in the research aspect as well. IRB01900574 was created for this explicit
purpose, and with that IRB we obtained consent forms from the parents and assent forms from the
participants who opted to take part in the research portion of the program.
All four participants were female. Their ages ranged from 7 to 10 years of age. They were all in first, third,
or fifth grade. Three out of four students self-reported their ethnicity as African American. And the fourth
self-reported as African American and White. Only one student reported previous programming
experience, which they listed as Lego EV3. Two students checked Scratch as a program they had previously
used from the list given which was Scratch, App Inventor, Hour of Code, Alice, and Other.
Grade Age Ethnicity Previous Programming Experience
Previously Used a Related Program
1st grade 7 African American and White No Scratch
3rd grade 8 African American No N/A
3rd grade 9 African American No N/A
5th grade 10 African American Yes Scratch
Table 1: Results to participants demographics survey
Data Collection
To collect the data we used a general demographics survey, an Attitude and Perceptions Toward
Computing survey, weekly assessments, a cumulative assessment, and conducted an exit interview. All
data was collected verbally or on paper to eliminate any unnecessary technological complications.
The pre- and post-program Attitude and Perceptions Toward Computing survey used was from Ericson
and Mcklin (2015). The survey asked students questions that gauged their opinion about Computer
Science, their perceived current and future abilities, and their general interest in the field.
I created the weekly assessments that measured short-term learning on my own with the aid of several
online resources, including Code.Org and progamiz10 11. I also created the cumulative assessment that was
used as part of the exit interview and to evaluate long-term learning. The questions in the cumulative
assessment were modified versions of the questions asked in the weekly assessments to ensure that
material tested was comparable, but hadn’t been previously seen by the students.
Exit interviews were structured as a think-aloud style interview where students were asked to read aloud
each question in the cumulative assessment, and then prompted to explain their thought process and
understanding in different ways. The interviews were conducted one-on-one with each of the four girls
and took between 15 to 25 minutes each. Their voices were recorded as well as their hands to analyze
both verbal responses and any visual changes, such as circling a new answer or pointing to parts of the
question, code, or answer choices.
Teaching Curriculum
We used the curriculum provided by the Girls Who Code12 website as the base curriculum to teach the
students. We used the mini club plan as an organizational guide which is structured for about 10 weeks
of meetings. Our specific club program was structured as 7 weeks of conceptual lessons, followed by 3
weeks of project creation, and 1 last celebratory week where we toured a local software company called
SharpSpring. The first two conceptual lessons were a general introduction to programming and the block-
based programming language Scratch. Each conceptual lesson thereafter focused on a core programming
10 https://code.org/curriculum/course2/5/Assessment5-GettingLoopy.pdf 11 https://www.programiz.com/node/675/quiz-results/226905/view 12 https://hq.girlswhocode.com/gwc#collection/clubs-club-plans
https://code.org/curriculum/course2/5/Assessment5-GettingLoopy.pdfhttps://www.programiz.com/node/675/quiz-results/226905/viewhttps://hq.girlswhocode.com/gwc#collection/clubs-club-plans
concept. Concepts covered were loops, variables, conditionals, and functions which were evaluated via a
pre-lesson and post-lesson assessment. Finally, the last lesson was a comprehensive review accompanied
by a cumulative assessment. Additionally, an attitude and perception survey was administered at the
beginning of the program and at the end. Table 2 summarizes the program and research schedules. To
accompany the material provided by Girls Who Code we created or introduced all the research activities
and created supplements for the program activities. The supplements we created were lesson guides,
exercise guides, and a cumulative review. The lesson and exercise guides are explained in more detail
below in the Weekly Lessons section.
Overview of Program & Research Schedule
Week Description Program Activities Research Activities
1 Introduction to program:
What Computer Science is,
introduce each other, and
what the program will
consist of
-Activity: What is Computer Science? -Individual introductions -Expectations
-Pre-survey: Attitude and Perceptions Toward Computing survey
2 Introduction to Scratch:
How to use sprites,
backgrounds, and different
categories for different
types of blocks
-Video: Who is Grace Hopper? -Conceptual Lesson -Exercises
-Practice weekly pre- and post-assessment: Introduction to Scratch
3 Loops -Video: Made with Code: Miral Kotb, Founder of iLuminate -Conceptual Lesson -Exercises
-Weekly pre- and post- assessments: Loops
4 Functions -Video: The Cult of littleBits: How This Tech Toy is Changing the Engineering Landscape -Conceptual Lesson -Exercises
-Weekly pre- and post- assessments: Functions
5 Variables -Video: Black Women In Tech: Miishe Addy -Conceptual Lesson -Exercises
-Weekly pre- and post- assessments: Variables
6 Conditionals -Video: Nonny de la Peña: The Birth of VR Journalism | The Future of News -Conceptual Lesson
-Weekly pre- and post- assessments: Conditionals
-Exercises
7 Variables continued13 -Activity: Play with Google Daydream VR headset -Video: Project Game: The Future of Education -Conceptual Lesson -Exercises
-Weekly pre- and post- assessments: Variables
8 Review and begin project -Cumulative Review -Explain Project Guidelines -Begin Project
-Final Cumulative Assessment
9 Individual project -Continue working on project
10 Finish project and Exit
Interview
-Continue working on project -Pre-survey: Attitude and Perceptions Toward Computing survey
11 Celebrate with tour at
SharpSpring
-Tour of offices and meet women on the software development team
Table 2: Program schedule
Weekly Lessons
The GWC Gainesville chapter was held weekly. During the seven weeks of conceptual lessons we
consistently followed the meeting structure of a women in tech spotlight video, a pre-assessment, a
review and lesson, exercises, a post-assessment, and a stand-up meeting, an example is illustrated below
in figure 5.
13 Variables were taught on two seperate weeks because the first time 2 out of the 4 girls were absent. The same
lesson and assessments were administered on two seperate meeting dates.
Figure 5: Example meeting agenda (week 4)
The woman in tech spotlight videos showcased an influential woman in the field of Computer Science
provided by Girls Who Code. These spotlights included historical women like Ada Lovelace and Grace
Hopper as well as contemporary women like Miral Kotb. The video was briefly discussed among students.
Then, a pre-assessment I created was administered about the weekly topic. The pre-assessment was
meant to gauge what the students knew or could understand without exposure to the topic. The
expectation was that since most girls had minimal previous programming exposure, the topics would not
be familiar. An example pre-assessment is illustrated below in figure 6.
Figure 6: Example pre-assessment (variables)
Instructors would then review last week’s topic and introduce the current week’s concept. Content for
these lessons was provided by Girls Who Code within a learning tutorial we selected entitled “Animations
in Scratch”. The tutorial covered each concept as a separate part. We organized each lesson to cover one
part. In each of these sections there was a portion called “Big Idea” which we made into our lesson section
and another called “Learn it” that we made into our exercise section. For the lesson portion I took the
information provided and formatted it into a presentable word document to serve as a lesson guide.
Definitions and examples were discussed with the girls. An example of the lesson guides created is shown
below in figure 7.
Figure 7: Example teaching guide (loops)
After the verbal lesson, they completed exercises on Scratch from the tutorial. Girls Who Code provided
a step by step online tutorial to complete each exercise. I thought having the student’s read off the steps
and follow the tutorial didn’t foster independent thinking and saw that without prompting by facilitators
the girls often drifted from the task as a result of boredom or distraction. So instead, I crafted a document
for facilitators to prompt students throughout the activity. And gave students a starter project from which
to begin which was often given by Girls Who Code and, in the case that it wasn’t given, I created one. An
example exercise guide is included below in figure 8 and an example starter project is shown in figure 9.
Figure 8: Example exercise guide (functions)
Figure 9: Example starter project from Girls Who Code (functions)
At the end of the tutorial, students were given the post-assessment I created which was expected to show
an improvement in their understanding of the topic. A post-assessment example is illustrated in figure 10
below. Each session was then finished with a stand-up meeting meant to emulate the real software
development practice to share with peers what is currently being worked on, and any roadblocks or
successes encountered.
Figure 10: Example post-assessment (conditionals)
Project Creation
During the last 3 weeks, students worked on their own personal project of their choosing and were
encouraged to apply concepts learned. Students had the choice to pick a game, animation, or short movie
clip. We gave students starting guidelines to include 1 background, 2 sprites, 2 variables, 1 conditional, 2
loops, and 1 function. Students worked freely on their projects and instructors assisted when requested.
Exit Interview
At the end of the program each student was interviewed verbally to better understand their programming
reasoning. They walked researchers through their cumulative assessment. They were prompted to read
the question aloud, explain what was being asked of them, answer parts of the question, then choose the
best answer with an explanation of why that option was chosen. These interviews were voice recorded
along with a video recording of the girls’ hands as they explained the assessment questions and pointed
at different parts in the code.
Data Analysis
In the evaluation of short-term learning all results were based solely on the written multiple choice pre-
and post- assessments. Each multiple-choice question had the option to respond “I do not know” in order
to avoid false positives. However, written multiple choice assessments are limited in nature because
misconceptions can only be speculated.
In the long-term pre-interview results were based on the cumulative assessment and the post-interview
results were based on the cumulative assessment as well as any answers changed during the interview.
The assessment results were analyzed by studying the percentage of students who answered each
question correctly. The exit interview results were evaluated by comparing misconceptions and areas of
understanding across participants.
To gauge the meaning of results from the Attitude and Perceptions Toward Computing survey, areas of
increased or decreased scores were identified and a paired sample t-test was conducted on each of the
survey questions to find any potential statistical significance in the results. For the t-tests we opted for an
alpha level of 0.1 because in the scenario of a small data set, standard errors tend to be larger so an alpha
level of 0.1 may make sense as opposed to a more stringent level of 0.05 or 0.01 (Noymer 2008).
Findings
Short-Term Learning
We found evidence of short-term learning illustrated by students’ consistent improvement between pre-
and post-assessment percentages on three of the four content areas (functions, variables, and
conditionals) for the conceptual questions (see Table 3). We saw consistent improvement between pre-
and post-assessments in the coding questions, with variables and conditionals demonstrating the largest
growth. This shows that the largest improvement isn’t in learning the concepts, but in applying those
within a coding environment.
Percent of Students Who Answered Correctly
Loops Functions Variables Conditionals
Short-Term Pre-Assessment Conceptual 75% 50% 75% 100%
Post-Assessment Conceptual 50% 100% 75% 100%
Long-Term Pre-Interview Conceptual 75% 75% 25% 100%
Post-Interview Conceptual 75% 100% 50% 100%
Short-Term Pre-Assessment Coding 75% 50% 0% 25%
Post-Assessment Coding - 75% 50% 100%
Long-Term Pre-Interview Coding 75% 50% 25% 100%
Post-Interview Coding 75% 75% 50% 100%
Table 3: Results from short- and long-term assessments
The only area where we see inconsistent performance was in students’ responses to pre- and post-
assessment conceptual question for loops. In the loop post-assessment two students that had previously
answered correctly on the pre-assessment, answered incorrectly on the post-assessment. We believe this
shift in understanding arose after another facilitator accidentally misguided them. The facilitator tried to
help by illustrating the dance pattern as seen in the question below but did it incorrectly and confused
the students (see Figure 11 below). The result also rebounded to the original level in the long-term
evaluation, which helps to support that it was a momentary misunderstanding caused by the facilitator.
Additionally, the loops post-assessment coding question had to be removed from our data set because
we realized it inadvertently expected the students to apply multiplication knowledge and the results
weren’t representative of their abilities.
For variables, the short-term results for the conceptual question are stable at 75% of students answering
correctly, however in the long-term this dips and only recovers to 50% in the post-interview results.
Conversely in the short-term, results for the coding question show a large increase from 0% of students
correctly answering in the pre-assessment to 50% in the post-assessment. This number is stable in the
long-term post-interview results which are also 50%.
Figure 11: Post Assessment Scratch Loops Conceptual Question
Long-Term Learning
Similar to short-term learning gains, we see consistent performance in the pre- and post-interview results
where percentages either stay the same as seen in loops and conditionals or improve as seen in functions
and variables. Further observation shows that for functions and variables improvements are seen in both
the conceptual questions and the coding questions, demonstrating that the confusion was with the overall
topic. These improvements can partly be attributed to their individual project work which they worked
on between the final cumulative assessment and the exit interviews, as well as the students self-
identifying misconceptions they had when taking the assessment and being able to correct them during
the interview.
Comparing overall averages between both the long- and short-term results in the post-interview (78%)
and post-assessment (75%) respectively show similar results in terms of percentage of students that
answered correctly. Additionally, the results show that topics students found more or less difficult in the
short-term translated to similar difficulties in the long-term. This observation is especially true for the
most difficult concept for students, variables.
The exit interview shed light on common misconceptions, ideas that were understood, and confusion on
question structure or wording. In the next subsections, we will be discussing our observations of student
misconceptions per each topic. Please note that topics are discussed in the order they were taught,
however in the final cumulative assessment the questions were asked in a different order to eliminate
any bias from topic order.
Demonstrated Understanding of Loops Exit Interview
In the cumulative assessment there were two questions on loops, both were questions using Scratch code,
one was categorized as conceptual and the other as a coding question. The conceptual question was based
on debugging, it asked student to correct a program to act as desired. The coding question asked students
to trace through the code and count how many times a specific action occurred.
Figure 12: Cumulative Assessment Loop Conceptual Question. Correct answer is b.
Figure 13: Cumulative Assessment Loop Coding Question. Correct answer is b.
Successful Learning. For loops in the post-interview analysis, 3 out of 4 students answered the conceptual
question (Figure 12) correctly and 3 out of 4 students answered the coding question (Figure 13) correctly.
All students were able to identify where and what the loop was. When prompted they could all point to
what part of the code was the loop and referred to each type correctly, either a repeat n loop or a forever
loop. All students could also correctly explain that a repeat n loop would cause some portion of code to
repeat n times. They also were all able to explain that a forever loop would cause code to repeat without
end. And they correctly understood that code not affected by the loop would only happen once.
Learning Misconceptions or Confusions. We observed two types of misconceptions: contents of loops
and linguistic misunderstanding. Two out of four students did not understand that the code inside of the
loop would repeat as a result of the looping construct. Instead, they only identified that there was a loop
and incorrectly said that some part of the code outside of the loop would repeat as a result. For one
student the confusion persisted after the interview, but for the other student with verbal discussion
during the interview, she revised her reasoning and was able to identify correctly what part of the code
would be affected by the loop.
One student experienced confusion on the wording of the conceptual question (Figure 12). When she
took the cumulative assessment, she selected the last answer choice, “I do not know”. Then during the
interview through discussion she picked the correct answer choice, b, however she promptly changed it
to d. The problem was although she could explain that in Scratch when the “say Bark! for 2 seconds” block
was used a speech bubble appeared with the word “Bark!” and when the “start sound bark” block was
used a dog sound was played, she kept thinking that it was three times in combination, so she incorrectly
choose option d from Figure 12 that had 1 speech bubble and 2 sounds, thinking they should be
aggregated. The correct answer choice b is reproduced below in Figure 14 in a running state for clarity.
This misconception can be looked as a linguistic misconception, where in a real-world scenario when a
dog says bark, it would be equivalent to hearing the sound bark. During the interview this student
highlighted that she believes she is better at math than reading, which might also contribute to this
misconception.
Figure 14: Answer choice b from Cumulative Assessment Loop Conceptual Question (Figure 12).
Reproduced here in a running state for clarity.
Demonstrated Understanding of Functions Exit Interview
In the cumulative assessment there were two questions on functions, both were questions using Scratch
code, one was categorized as conceptual and the other as a coding question. The conceptual question
asked students to identify what happened in a function, without it being incorporated into a program
(Figure 15). The coding question required students to trace through the code and explain how a function
incorporated into a program affected code flow (Figure 16).
Figure 15: Cumulative Assessment Function Conceptual Question. Correct answer is c.
Figure 16: Cumulative Assessment Function Coding Question. Correct answer is c.
Successful Learning. For functions in the post-interview analysis, 4 out of 4 students answered the
conceptual question correctly (Figure 15) and 3 out of 4 students answered the coding question correctly
(Figure 16). All students understood that when a function was called all code in the definition was
executed, which was seen from their correct understanding of the conceptual question (Figure 15).
Learning Misconceptions or Confusions. We observed three types of misconceptions: generally
misunderstanding program flow, misunderstanding program flow for linguistic reasons and confusing
functions with variables. However, several students were confused about code flow when the function
was incorporated into a program. One student followed correct flow for the first function, then didn’t
connect that execution would return to the main program. Another student didn’t see that execution
would change to the corresponding function definition when either function block was reached in the
main program. Instead she thought the function would just produce the result in the function name. In
the context of this question (Figure 16), she thought the first function, called SayHello, would have the cat
say, “Hello” and the second function, called SayILike, would have the cat say, “I like”, instead of the code
that was inside the function definitions. This is the same student that also had a linguistic misconception
in the loop conceptual question.
One student answered both the conceptual and coding question correctly. However, when asked what
concept was being tested, she could not recall the term function. Instead she referred to it as being like a
variable. “I forgot what it’s called but it’s like…oh yeah, okay. It’s like a variable.” Although this
misconception didn’t negatively affect her understanding of the concept it’s interesting to note. This
misconception is likely due to the organizational structure of the specific Girls Who Code “Animations in
Scratch” tutorial that was used. In this tutorial variables were taught right after functions and in the
learning exercises parallels were drawn between the similar potential of functions and variables to replace
areas in the code where the same action or value was used in multiple instances. The resulting
misconception of functions being like a variable didn’t create confusion in the scope of the final
cumulative assessment, or even in the scope of this program. However, it is possible that this
misconception could transfer to future misuse of the two concepts or mistakes by thinking that the two
constructs are interchangeable.
Demonstrated Understanding of Variables Exit Interview
In the cumulative assessment there were two questions on variables, one was in text and one using
Scratch code. The conceptual question was about variable assignment and how to use the assignment
correctly to complete a sentence (Figure 17). The coding question required students to trace through the
code and identify the starting and ending value for a specific variable (Figure 18).
Figure 17: Cumulative Assessment Variable Conceptual Question. Correct answer is c.
Figure 18: Cumulative Assessment Variable Coding Question. Correct answer is c.
Successful Learning. For variables in the post-interview analysis, 2 out of 4 students answered the
conceptual question (Figure 17) correctly and 2 out of 4 students answered the coding question correctly
(Figure 18). In the coding question all students understood the assignment statement for the variable.
And as a result, could all correctly communicate what value the variable would start with. Students were
able to correctly identify the concept as a variable, and provide a general, low-detail explanation. For
example, one student said, “They are something that you change. You tell the code what to change.” In
the conceptual question, one student was confused by the assignment part of the question. She read the
visual variable = value portion as variable – value instead. Another student skipped over reading that
portion of the question out-loud, which suggests confusion on the question or not having read the
question entirely and thoroughly before answering the question.
Learning Misconceptions or Confusions. We observed three types of misconceptions: confusion in
understanding conceptual assignment statement, differentiating conceptual use of variable versus
variable name, and a linguistic misunderstanding of a Scratch coding block. In the conceptual question
(Figure 17) two of the students were confused that the variable names also made sense when used in the
sentence and both opted to use the name of the variable in completing the sentences instead of the
variable’s value. This conceptual question was modified from a coding activity worksheet found on
Code.org. In the coding question (Figure 18) two students were confused by the “change toys by 1” block.
One student thought this meant the value of the variable would become one. The other student thought
this meant value would decrease by one, instead of increase. When looking for the correct answer said,
“But they don’t have a three here [as one of the answer choices].” The correct answer should have been
four. This shows that she understood the block would change the value of the variable by one, but the
confusion stemmed from which way the value would change. It is possible that this construct could be
avoided by a linguistic change in the Scratch block. If the block specified “increase toys by 1” or “decrease
toys by 1” it would be easier for users to conceptualize which way the variable changes and could even
help communicate that this would modify the variable’s existing value instead of setting it to a new value.
Instead, currently in Scratch to decrease or increase a variable, users must specify a positive 1 or negative
1 to correctly indicate which way to change a variable, which requires prior understanding of negative
numbers and how to utilize them.
Demonstrated Understanding of Conditionals Exit Interview
In the cumulative assessment there were two questions on conditionals, one was in text and one was
using Scratch code. The conceptual question (Figure 19) was about identifying the outcome of a scenario
explained with a conditional. The coding question (Figure 20) required students to understand a
conditional in code and identify the outcome of satisfying or not satisfying the condition.
Figure 19: Cumulative Assessment Conditional Conceptual Question. Correct answer is b.
Figure 20: Cumulative Assessment Conditional Coding Question. Correct answer is d.
Successful Learning. For conditionals in the post-interview analysis, 4 out of 4 students answered the
conceptual question (Figure 19) correctly and 4 out of 4 students answered the coding question correctly
(Figure 20). All four students understood the first conceptual question and were able to correctly identify
which part of the conditional applied to each outcome and then able to aggregate these results into a
cumulative total. Each in their own way approached the question as a math problem. When asked what
she thought the question was asking, one of the students answered, “I think it’s asking you to do the
math.” All students could correctly make the distinction between something belonging to the if part of
the condition versus the else part. All students were able to develop the if…then…else construction and
provide a real-world example. For example, one student gave the example, “If I break my arm, then I go
to the doctor. Else I will be happy.”
Learning Misconceptions or Confusions. We observed one type of misconception:
identifying/understanding the condition within code. Two students had difficulty connecting code
behavior with meeting or not meeting the condition. In the context of the conceptual question (Figure
20), that meant answering what happened if the space key was or was not pressed. Both students needed
prompting to connect executing the specific action that would make the condition true to applying the if
part of the conditional and vice versa. This difficulty might be addressable by making sure to explicitly
explain the weight of a condition within the coding environment and how a condition is or is not satisfied
in the coding environment. It might have been easier to understand the conceptual question (Figure 19)
because there were 3 separate scenarios, and each happened sequentially. In the conceptual question all
students pointed to a specific outcome (one of the resulting balls) and connected it correctly to the part
of the conditional that would be applied (the if or the else). This demonstrates that the confusion is most
likely in deciding if the condition is satisfied or not. In the coding question the outcome wasn’t as easily
connected to the conditional. The student had to understand if pressing the key or not would satisfy the
conditional, which seemed to generate some confusion.
Attitude and Perceptions Toward Computing Survey
At the beginning and end of the program each student was given an Attitude and Perceptions Toward
Computing survey. The idea was to use these results to gauge student engagement and gain insight into
program impact and effect on students. For each question students identified their agreement level on a
scale of 1-5, 1 being strongly disagree, 3 being neutral, and 5 being strongly agree.
Computer
s are fun
Programming
is hard
Computer
science
skills are
not
dependent
on gender
Computer
jobs are
boring
I am good at
programming
I am
interested
in
computer
science
I can become
good at
programming
I like the
challenge of
programming
I want to
find out
more
about
computer
science
Pre-Program 5 4 4 3 2 5 5 5 5
4 4 5 2 1 4 3 5 5
5 4 5 1 4 5 5 5 5
5 4 5 4 1 4 3 4 5
Total 19 16 19 10 8 18 16 19 20
Post-
Program
5 2 5 1 3 5 5 5 5
4 4 5 1 3 5 4 5 5
5 4 5 1 5 5 5 5 5
4 2 4 2 4 4 4 4 4
Total 18 12 19 5 15 19 18 19 19
Table 4: Attitude and Perceptions Toward Computing survey results
Two potential trends were identified in the students’ responses. The smallest difference was seen in
questions that addressed their current and future interest in computer science. These questions were
“Computers are fun”, “I am interested in computer science”, “I like the challenge of programming” and “I
want to find out more about computer science”. There was also no difference in the question of gender
bias, “Computer science skills are not dependent on gender.” Other studies have also identified
consistency on current and future interest in computer science before and after program participation.
One such case is Sullivan, Byrne, Bresnihan, O’Sullivan, and Tangney (2015) found that within their
CodePlus after-school computing program there was no significant change in their perceived likelihood to
study computer science. They identified this could be due to the fact that the group had an existing
interest in the subject matter. This is also the case in our program because all our students were self-
selecting participants who searched for this Girls Who Code chapter because of their preexisting interest
in Computer Science.
The largest difference between the pre-program and post-program responses was seen on questions that
addressed personal perceived current and future ability. Those questions were “I am good at
programming”, “I can become good at programming”, and “Programming is hard”. As well as the question
that asked about opinion of jobs involving computers, “Computer jobs are boring.” The same CodePlus
after-school program discussed above found similar results. Sullivan et. al (2015) found that after
participation in the program students’ perceived ability improved as well as their self-efficacy. They also
noted that baseline comparisons in the pre-questionnaire demonstrated girls had lower ratings of self-
efficacy and confidence in Computer Science. Another study also found that less participants found
programming to be hard after participation. In this study Jemmali (2016) piloted a game to teach middle
and high school girls programming called May’s Journey, after participation more girls reported that
programming wasn’t hard. Out of 8 females, before participation 1 believed programming wasn’t hard,
and after participation four reported it wasn’t hard. In our case 2 out of our 4 participants changed their
answer from agree that “programming is hard” to disagree.
Statistical Analysis in Attitude and Perceptions Toward Computing Survey
Further analysis shows that there is even statistical significance in the findings discussed above,
specifically for the questions “I am good at programming” and “Computer Jobs are Boring”. As explained
previously, the questionnaire scale was from 1 to 5, where 1 corresponded to strongly disagree, 2 to
disagree, 3 to neither agree nor disagree, 4 to agree, and 5 to strongly agree.
Figure 21: Box plot of questionnaire results before and after the program for question “I am good at
programming”
Figure 22: Box plot of questionnaire results before and after the program for question “Computer Jobs
are Boring”
The boxplots in Figure 21 and 22 show the distribution of results before and after the program for these
two questions. We can see that after the program, all students answered the question “I am good at
programming” (Figure 21) on the top half of the scale somewhere from “neither agree nor disagree” to
“strongly agree”. Whereas previously 3 out of 4 students had answered this question as “strongly
disagree” or “disagree” and only one student had answered “agree”. Similarly, after the program all
students answered, “Computer jobs are boring” (Figure 22) on the lower half of the scale as either
“strongly disagree” or “disagree”. Whereas previously students had answered all over the scale from
“strongly disagree” to “agree”.
I also ran a paired t-test to compare the pre- and post-program answers for these two questions. The t-
test results for “I am good at programming” were t(3)=-3.65563 and p=0.035353. The t-test results for
“Computer jobs are boring” were t(3)=2.611165 and p=0.079605. In the scenario of a small data set
standard errors tend to be larger so an alpha level of 0.1 may make sense as opposed to a more stringent
level of 0.05 or 0.01 (Noymer 2008). At an alpha level of 0.1 there is a significant difference in the scores
for both questions. Suggesting that participation in the program increases participant's self-efficacy in
relation to their programming skills as well as helps change their perception of jobs involving computers.
The results could have been that at the end of the program the girls became discouraged at their own
abilities and found programming too difficult and their existing interest in Computer Science could have
also gone down. Instead, our results reflect a positive impact from participation in the program. The
students’ self-confidence improved, and they are now more likely to say they are good at programming
and can become good at programming as well as find a job involving computers to be interesting.
These results are also in line with findings from verbally discussing what the girls’ wanted to be when they
grew up. For example, one student had said she wanted to be a dentist before starting the program, but
now wanted to be a fashion designer that used technology. She went on to explain that she could do this
via one of two options. By either placing lights on clothing and making the clothing technological or by
designing the clothing with technology and computers. The first option she gave is especially interesting
because one of the women in tech spotlights was on Miral Kotb whose company iLuminate wirelessly
controls lights on dancers’ clothing to create a unique artistic performance.14 This supports that these
women in tech spotlights help young girls develop role models and help them envision themselves with
similar potential to create and invent.
Other students also shared interesting responses for what they wanted to be when they grew up at the
end of the program. Two students said they wanted to be game developers and one of these students
had said she wanted to be a Computer Scientist when the program began. This showed that she was able
to further define what in Computer Science appealed to her. The fourth student had said at the beginning
of the program that she wanted to be a veterinarian. At the end of the program she explained that she
wanted to bring animals to the veterinarian through programming by creating websites and services. She
also detailed how she wanted to code a program that would help bring food directly to cats and dogs. All
students incorporated programming and coding into what they wanted to pursue as a job in the future.
This demonstrates that not only did coding become something attainable, it became part of what they
aimed to do in the future.
Discussion
Short- vs. Long-Term Learning
A summary of the average percentage of students who answered the questions correctly across concepts
in the short-term versus the long-term shows that there is no meaningful difference in level of learning in
the short-term versus the long-term. It also shows that the areas were students struggled the most and
excelled the most stayed consistent. These areas were variables and conditionals respectively.
Average Percent of Students Who Answered Correctly
Loops Functions Variables Conditionals Average Across Concepts
Post-Assessment (Short-Term) 50% 88% 63% 100% 75%
Post-Interview (Long-Term) 75% 88% 50% 100% 78%
Table 5: Average Percent of Students Who Answered Correctly in the Post-Assessment (Short-Term) and
Post-Interview (Long-Term). 15
These results are in-line with observational data where variables were confusing both in conceptual and
coding questions. And conditionals were very easy to understand in conceptual questions and fairly easy
to understand in coding questions. While loops and functions produced more mixed levels of
understanding among students.
14 http://www.iluminate.com/bios/miral-kotb/ 15 The percentage for Post-Assessment (Short Term) Loops does not include the coding question because it was thrown out as out-of-scope for this course because it involved an understanding of multiplication this might falsely lower that resulting percentage.
These findings are also in line with Smith et. al (2014) who found that across all student projects, variables
were in the 3 concepts most rarely used while control statements were in the top 3 most frequently used.
Similar to Maloney, Peppler, Kafai, Resnick, and Rusk (2008) who found that in an analysis of 425 student
projects with no formal instruction, conditional statements were used in 26.1% of projects, while variables
were only used in 9.6% of projects. Suggesting that students in other programs also find variables to be a
more complicated, harder to grasp concept, and conditionals to be an easier, more understandable
concept.
Learning Trajectories
Rich et. al (2017) created three learning trajectories for sequencing, repetition, and conditionals based on
an in-depth analysis of current Computer Science research and relevant scholarly articles. A learning
trajectory is a map or route of how students can navigate from existing knowledge to complete
understanding of a certain topic. The learning trajectories presented are constructed in a spiral formation
consisting of three levels of understanding. I mapped the student’s understanding and abilities from the
weekly pre- and post-assessments, cumulative assessment, and exit interviews conducted at the end of
the program to each of these learning trajectories.
For the sequence learning trajectory over the course of this 10 week Girls Who Club program students
navigated through the beginning level trajectory and finished at the last block of the intermediate section,
“Creating working programs requires considering both appropriate commands and their order.” This
trajectory is highlighted below in Figure 23. I outlined this mapping based on the material covered within
the lessons and the understanding students demonstrated during the assessments and exit interviews
with respect to code sequencing. For example, the last learning objective in our highlighted learning
trajectory was exemplified by the first loop question (Figure 12) on the final cumulative assessment that
asked students to achieve a specific outcome by debugging the current program construction and
replacing the current forever loop with a more appropriate solution. This learning objective is also
exemplified by the first function question on the final cumulative assessment (Figure 15) that asked
students to identify which actions occur and in what order. However, they did not move past this block,
and did not have a chance to explore the trajectory in the intermediate level.
Figure 23: Sequence learning trajectory
For the repetition learning trajectory, students in the Gainesville GWC program completed the
intermediate trajectory and did not explore the beginning trajectory or move on to any concepts in the
advanced level. This highlighted trajectory is shown in Figure 24. In the beginning trajectory the second
step is identifying that “Instructions like ‘Step 3 times’ do the same thing as ‘step, step, step.’” This concept
was not explicitly taught during the program and understanding of this concept was not explicitly shown
by any of the participants. However, students did exemplify understanding of concepts in the
intermediate level such as understanding different kinds of repetition and that repetitions can go on
forever or stop. For example, in the first loop question on the final cumulative assessment (Figure 12)
participants were able to understand why the current forever loop was not an accurate solution to the
goal at hand and were able to identify that a finitely terminating solution was more appropriate.
Figure 24: Repetition learning trajectory
For the conditionals learning trajectory, students experienced the beginning level and reached the bottom
block of the intermediate level, “Conditional statements can create branches in the flow of execution”.
But did not explore any other concepts in the intermediate section and did not move on to any concept
in the advanced level. The highlighted path is shown in Figure 25 below. For example, most of the concepts
in the beginning level are demonstrated in the conceptual conditional question in the final cumulative
assessment (Figure 19). This question exemplifies mapping a condition to its outcome. Similarly the
bottom block in the beginning level “Conditional statements are computer commands to evaluate
conditions and complete connected actions” as well as the previously mentioned bottom block of the
intermediate level are shown by the second conditionals question in the final cumulative assessment
(Figure 20) where students have to evaluate a condition and follow the resulting branches of execution.
Figure 25: Conditionals learning trajectory
Attitude and Perceptions Toward Computing Survey
As discussed earlier, the two most pertinent results from the pre- and post-program Attitude and
Perceptions Towards Computing survey were for the questions “I am good at programming” and
“Computer Jobs are Boring”. At an alpha level of 0.1 there is a significant difference in the scores for both
questions when comparing the pre- and post-program results. This suggests that participating in the
program improved the girl’s coding confidence and also helped them positively change their perception
of jobs involving computers.
This second finding was strengthened when participants were asked what they wanted to be when they
grew up because when all participants incorporating something related to computers or programming.
This result can be attributed to the effective engagement of the program, success of the women in tech
spotlights and successfully exposing them to real women in the technology workforce with the tour of the
local software company SharpSpring at the end of the program.
Limitations
One of our largest limitations, was time. The entire program was a total of 11 weeks, with 7 weeks of
conceptual lessons, 3 of individual project work, and 1 celebration tour at SharpSpring. These sessions
were each only an hour long. We had originally planned an hour and a half as the Girls Who Code planning
structure suggests. However, we had revised it to one hour because the high school potential participants
had expressed that an hour-long commitment was easier for them to make. Although, this might be true,
the group of high school students weren’t consistent anyways and instead it lowered the quality of lessons
we were able to provide the elementary school group with.
Another limitation of our data is that we only conducted exit interviews at the end. This means that our
insight into their areas of understanding and misconceptions is limited. We can only speculate what they
might have had confusion on during their weekly assessments. Our data would be stronger if these exit
interviews had been conducted after each assessment.
Future Work
Findings in the study are confined to one specific Girls Who Code chapter with only four participants.
There are Girls Who Code chapter across the United States. Future work could focus on making broader
implications for more participants in more chapters. Other differences in chapter success could also be
studied such as how the level of instructor’s preexisting knowledge of Computer Science affects the
overall experience of club members. Along similar lines, best practices could be studied to help volunteers
across all clubs run successful programs.
It would also be insightful to study clubs across different age groups. This study was originally planned
with 2 different cohorts, a high school aged group and the elementary school aged group. As a result of
the high school aged group’s inconsistent participation, results and analysis had to be focused solely on
the elementary school participants. Investigating if older students have more difficulty with consistent
participation and what measure can be taken to ameliorate this problem could yield interesting findings
as well.
Conclusion
We found no significant difference between short- and long-term learning and found that topic difficulties
in the short-term translated to similar difficulties in the long-term. Students demonstrated a satisfactory
level of learning and retention which can be seen in an increase from pre-assessment to post-assessment
results in the short-term as well as an increase in pre-interview to post-interview results in the long-term.
We found that at the conclusion of the program students were able to articulate their thought process
and explain their level of understanding through a one-on-one exit interview. We believe this is partly a
result of their individual projects that the students worked on during the last 3 weeks of the program. In
the exit interview, several girls often explained concepts in terms of their personal project and defended
their reasoning by explaining how or what they had experienced during the creation of their project.
We found that general interest in Computer Science as a subject stayed consistent. This finding is most
likely due to the fact that participation was not mandatory, students and their parents purposefully
searched for such a program and they also decided to stay voluntarily. However, there was a significant
change in perceived current programming ability and a significant change in perception of jobs involving
computers. Although non-significant there was also a visible increase in perceived future programming
ability as well as a decrease in number of students that categorized programming as hard.
The conclusions above suggest that the Girls Who Code curriculum is effective in teaching students both
in the short- and long-term and has a positive impact on students. Specifically, in encouraging them to
believe they are and can be good at programming and that jobs involving computers can be interesting,
which can eventually help encourage students to consider such jobs for themselves.
References
Clements, D. H., & Gullo, D. F. (1984). Effects of computer programming on young children's cognition. Journal of educational psychology, 76(6), 1051.
Ericson, B., & McKlin, T. (2015, August). Helping African American students pass advanced placement computer science: A tale of two states. In 2015 Research in Equity and Sustained Participation in Engineering, Computing, and Technology (RESPECT) (pp. 1-8). IEEE. Jemmali, C. (2016). May's Journey: A serious game to teach middle and high school girls programming. Maloney, J. H., Peppler, K., Kafai, Y., Resnick, M., & Rusk, N. (2008). Programming by choice: urban youth learning programming with scratch (Vol. 40, No. 1, pp. 367-371). ACM.
Noymer, A. (2008). Alpha, significance level of test. In P. J. Lavrakas (Ed.), Encyclopedia of survey research methods (pp. 17-19). Thousand Oaks, CA: SAGE Publications, Inc. doi: 10.4135/9781412963947.n13 Rich, K. M., Strickland, C., Binkowski, T. A., Moran, C., & Franklin, D. (2017, August). K-8 learning trajectories derived from research literature: Sequence, repetition, conditionals. In Proceedings of the 2017 ACM Conference on International Computing Education Research (pp. 182-190). ACM. Resnick, M., Maloney, J., Monroy-Hernández, A., Rusk, N., Eastmond, E., Brennan, K., Millner, A., Rosenbaum, E., Silver, J.S., Silverman, B. and Kafai, Y.B., (2009). Scratch: Programming for all. Commun. Acm, 52(11), pp.60-67 Sheridan, I., Goggin, D., & O’Sullivan, L. (2016). EXPLORATION OF LEARNING GAINED THROUGH CODERDOJO CODING ACTIVITIES. In INTED2016: 10TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE, INTED Proceedings (pp. 6541-6548). Smith, N., Sutcliffe, C., & Sandvik, L. (2014, March). Code club: bringing programming to UK primary schools through scratch. In Proceedings of the 45th ACM technical symposium on Computer science education (pp. 517-522). ACM. Sullivan, K., Byrne, J. R., Bresnihan, N., O'Sullivan, K., & Tangney, B. (2015, October). CodePlus—Designing an after school computing programme for girls. In 2015 IEEE Frontiers in Education Conference (FIE) (pp. 1-5). IEEE.
Personal Biography
I am an Industrial and Systems Engineering student with a minor in Computer Science at the University of
Florida. I was born in Bogota, Colombia, but grew up all over the United States. I graduate from undergrad
this semester and will begin a full-time job with Accenture in Chicago in the fall. I love to travel and learn
about new cultures. I’m an avid reader, amateur soccer player, and food enthusiast. I enjoy data
visualization, streamlined designing, and teaching, especially Computer Science education. I hope to
pursue a masters or PhD in the near future in the space of Human Centered Computing.