|
ABSTRACT
Since its publication, Lave and Wenger's concept of legitimate peripheral participation (LPP) [18] has become an important concept for understanding situated learning. LPP states that learning only occurs when students perceive that what's being taught is aligned with their goals (in LPP terms, with the students' perceived community of practice). This has implications for our traditional CS courses (e.g., are we teaching what the students perceive as being relevant for their future careers?), but even greater implications for courses for non-CS majors. When computer science educators are asked to teach non-CS majors, we are often placed in the position of teaching in alignment with a community of practice that does not, or does not yet, exist. In that sense, our teaching is inauthentic---not aligned with a community of practice. However, there is the possibility that we can generate a perception of authenticity or alignment. We use the example of two classes at Georgia Tech that seem successful by several measures, yet suffer this inauthenticity. We propose that a useful tool for understanding how these classes work is the Disney Corporation's Imagineering---their process of story-telling in three-dimensions as used in their theme parks. However, in the end, we find that what students actually learn is not necessarily the story that we are telling them, which points toward future research.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
| |
1
|
Barry W. Boehm , Clark , Horowitz , Brown , Reifer , Chulani , Ray Madachy , Bert Steece, Software Cost Estimation with Cocomo II with Cdrom, Prentice Hall PTR, Upper Saddle River, NJ, 2000
|
| |
2
|
Boehm, B. W., Clark, B., Horowitz, E., Westland, J. C., Madachy, R. J., and Selby, R. W. Cost models for future software life cycle processes: COCOMO 2.0. Annals of Software Engineering 1 (1995), 57--94.
|
| |
3
|
Collins, A., Brown, J. S., and Newman, S. E. Cognitive apprenticeship: Teaching the craft of reading, writing, and mathematics. In Knowing, Learning, and Instruction: Essays in Honor of Robert Glaser, L. B. Resnick, Ed. Lawrence Erlbaum and Associates, Hillsdale, NJ, 1989, pp. 453--494.
|
| |
4
|
Davis, D. Telling Your Own Stories. August House, 1993.
|
| |
5
|
|
| |
6
|
Forte, A., and Guzdial, M. Motivation and non-majors in computer science: Identifying discrete audiences for introductory courses. IEEE Transactions on Education 48, 2 (2005), 248--253.
|
| |
7
|
Gagne, R. M., Wager, W. W., Golas, K., and Keller, J. M. Principles of Instructional Design. Wadsworth Publishing, Belmont, CA, 2004.
|
 |
8
|
|
| |
9
|
Guzdial, M. Introduction to Computing and Programming in Python: A Multimedia Approach. Prentice-Hall, Upper Saddle River, NJ, 2004.
|
| |
10
|
|
 |
11
|
|
| |
12
|
Imagineers. Walt Disney Imagineering: A Behind the Dreams Look at Making the Magic Real. Disney Editions, Orlando, FL, 1998.
|
| |
13
|
Imagineers, T. D. The Imagineering Field Guide to Magic Kingdom at Walt Disney World. Disney Editions, Orlando, FL, 2005.
|
| |
14
|
Joseph, D., and Nacu, D. C. Designing interesting learning environments when the medium isn't enough. Convergence 9, 2 (2003), 84--115.
|
| |
15
|
Kamins, M. A. Sales and Marketing: The New York Times MBA Series. New York Times, New York, NY, 2003.
|
| |
16
|
Kolodner, J. L., Camp, P. J., Crismond, D., Fasse, B., Gray, J., Holbrook, J., Puntembakar, S., and Ryan, M. Problem-based learning meets case-based reasoning in the middle school science classroom: Putting Learning-By-Design™ into practice. The Journal of the Learning Sciences 12, 1 (2003).
|
| |
17
|
Kurtti, J. Since the World Began: Walt Disney World, The First 25 Years. Disney Editions, Orlando, FL, 1996.
|
| |
18
|
Lave, J., and Wenger, E. Situated Learning: Legitimate Peripheral Participation. Cambridge University Press, Cambridge, UK, 1991.
|
| |
19
|
Margolis, J., and Fisher, A. Unlocking the Clubhouse: Women in Computing. MIT Press, Cambridge, MA, 2002.
|
| |
20
|
Mooney, B. The Storyteller's Guide. August House, 1996.
|
 |
21
|
|
| |
22
|
|
| |
23
|
|
| |
24
|
Scardamalia, M., Bereiter, C., and Lamon, M. The CSILE Project: Trying to bring the classroom into World 3. MIT Press, Cambridge, Mass., 1994, pp. 201--228.
|
| |
25
|
|
 |
26
|
|
| |
27
|
Vegso, J. Interest in CS as a major drops among incoming freshmen. Computing Research News 17, 3 (2005).
|
| |
28
|
Vegso, J. Bureau of labor statistics projects IT workforce to add a million new jobs between 2004 and 2014. CRA Bulletin (2006).
|
|