Papers by Barrie Adleberg
Connected Messages brings together traditions of engaging youth in designing interactive murals w... more Connected Messages brings together traditions of engaging youth in designing interactive murals with themes relevant to their lives and new lowcost networking technologies of connecting local groups with global audiences. We describe the design of a community mural that functions like a public display, which can be remotely programmed through an online interface. The implementation with Maker Mentors in five Free Library branches with over 1,000 youth focused on different aspects of youth maker agency in accessing, participating, and expressing their ideas. In the discussion, we review key dimensions expanding youth and Maker Mentor participation in communityrelevant designs.

International Conference on Computer Supported Collaborative Learning, 2017
Libraries are undergoing a reconceptualization in their roles as lifelong learning centers for lo... more Libraries are undergoing a reconceptualization in their roles as lifelong learning centers for local communities, with STEM content areas and Maker activities receiving special emphasis. This represents a critical and unique research, design, and partnership opportunity for learning scientists and computer-supported collaborative learning scholars. This symposium brings together project teams from four different locales in the United States that have partnered with libraries to bring about new resources and activities that emphasize computer-supported collaborative learning. These projects represent major urban libraries, special collections, community branch libraries, and school libraries. By bringing together these different teams, this symposium aims to promote dialogue about the affordances and constraints associated with CSCL-oriented activity design in libraries, identify commonalities and differences across region and library types, and ground-truth what specific challenges and solutions have been identified in researcher-library partnerships.
In this poster, we describe the design and implementa6on of a hardware hackathon, called S"tchFes... more In this poster, we describe the design and implementa6on of a hardware hackathon, called S"tchFest, with the explicit goal to broaden par6cipa6on of women, a group that has been tradi6onally underrepresented in compu6ng (

While coding competitions and hackathons have steadily increased in number, evidence shows few wo... more While coding competitions and hackathons have steadily increased in number, evidence shows few women participate. Because these public events present viable opportunities to broaden participation in computing, we redesigned the focus of activities and collaborative arrangements in a hardware hackathon, called StitchFest, in which 33 undergraduate and graduate students competed as part of a larger hackathon. Our analysis focused on interviews conducted with 8 female and 7 male participants to understand how targeted recruitment, thematic framing, space arrangements, kinds of materials and material distribution impacted participation and perception. We discuss how StitchFest was successful in increasing female and novice participation, fostering collaborative learning, and diversifying perceptions and designs, as well as provide implications for K-12 learning and broadening computing participation.

Proceedings of the 46th ACM Technical Symposium on Computer Science Education, 2015
While coding competitions and hackathons have steadily increased in number, few women participate... more While coding competitions and hackathons have steadily increased in number, few women participate. Because these public events present viable opportunities to broaden participation in computing, we designed the theme to focus on "Wear & Care" and collaborative arrangements in a hardware hackathon, called StitchFest, in which 33 undergraduate and graduate students used the LilyPad Arduino to design wearables. Our analysis focused on the interviews conducted with eight female and seven male college participants to understand how targeted recruitment, thematic framing, space arrangements, kinds of materials and material distribution impacted participation and perception. We discuss what we learned about setting a thematic focus and fostering collaborative learning in coding competitions for broadening participation in computing.

Georgetown University-Graduate School of Arts & Sciences, 2013
Science, Technology, Engineering, and Math (STEM) disciplines have become a ubiquitous curriculum... more Science, Technology, Engineering, and Math (STEM) disciplines have become a ubiquitous curriculum focus for American educators and children’s entertainment producers, but are the ways in which children are introduced STEM truly engaging? This study set out to explore factors that affect a positive learning experience with STEM and the ways in which children are creating interactive content. In this study, girls and boys from 9-12 years of age worked as partners to produce original and remixed digital works of art using Scratch. Each participant in this study had four Scratch lessons. There were six classes of students (two from each grade: fourth, fifth, and sixth) and each class had one Scratch session per week. In total, the experimenter ran 24 instructional sessions for 98 participating students. What it means to be a digital game designer today is an ever-expanding construct because of the rise of kid-generated content and the popularity of remix. The relationship between gamers...

Libraries are undergoing a reconceptualization in their roles as lifelong learning centers for lo... more Libraries are undergoing a reconceptualization in their roles as lifelong learning centers for local communities, with STEM content areas and Maker activities receiving special emphasis. This represents a critical and unique research, design, and partnership opportunity for learning scientists and computer-supported collaborative learning scholars. This symposium brings together project teams from four different locales in the United States that have partnered with libraries to bring about new resources and activities that emphasize computer-supported collaborative learning. These projects represent major urban libraries, special collections, community branch libraries, and school libraries. By bringing together these different teams, this symposium aims to promote dialogue about the affordances and constraints associated with CSCL-oriented activity design in libraries, identify commonalities and differences across region and library types, and ground-truth what specific challenges ...
Proceedings of the 2014 Conference, Jun 17, 2014
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Papers by Barrie Adleberg