A Study On How Narrating Improve Students' Fluency in Computer Code Development
A Study On How Narrating Improve Students' Fluency in Computer Code Development
Hoiming Lee
ED690
Pace University
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A Study on How Narrating Improve Students’ Fluency in Computer Code Development
Table of Contents
I. Problem Statement.................................................................................3
II. Context Background.............................................................................5
III. Literature Review................................................................................7
IV. Research Questions and Methods.....................................................13
IV.1 Research Questions...................................................................13
IV.2 Research Method......................................................................14
V. Data Collection..................................................................................19
VI. Date Analysis....................................................................................20
VI.1.a Proficiency in Narrating (foreign language high performer).20
VI.1.b Proficiency in Narrating (foreign language low performer)..20
VI.2.a Accuracy in Narrating (foreign language high performer)....21
VI.2.b Accuracy in Narrating (foreign language low performer).....21
VI.3.a Usage of CS Vocabulary (foreign language high performer)22
VI.3.b Usage of CS Vocabulary (foreign language low performer).22
VI.4.a Code Tracing Ability (foreign language high performer).....23
VI.4.b Code Tracing Ability (foreign language low performer)......23
VI.5.a Use of Cause & Effect (foreign language high performer). . .24
VI.5.b Use of Cause & Effect (foreign language low performer)....24
VII. Conclusion.......................................................................................25
VIII. Next Steps & Reflections...............................................................28
References...............................................................................................30
Appendix A - Survey on Motivation to Learn Computer Science.........32
Appendix B - Assessment Data..............................................................33
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I. Problem Statement
The Digital Use Divide is widening, as evidenced by high school students stuttering in
3.5% of adult population makes up 5% of wealth investors in our society [2]. The years-
long government effort to promote equity in our society consumed billions of dollars. Back
35 years ago, $40B was invested to facilitate the use of technology to improve professional
development skills in the high school education system [3]. The US Government has invested
heavily in enhancing language literacy in schools, and much of the focus lies on the reading
and writing skills in ELA subjects. According to a Federal report, A Nation at Risk[4],
Computer Science is identified as one of the five essential proficiency for high school
graduation requirements. Although the US is ranked among the top 10 countries in high
school computer literacy [5], another report also uncovers that 10% of NYS 8th graders need
more literal skills [6]. Every limited data is available to understand the spread of this 10% of
8th graders; it will be a big concern if the spread is focused in New York City. The NYCDOE
emphasizes the critical factor of Digital Equity in the school system [7]. As active on-duty
teachers in the NYCDOE system, we may be able to discover some hints about students’
In the past three years, I taught 600 students in computer science, and less than 5% of
students were proficient in computer coding. Although the low percentage is not the complete
picture of the NYC school learners, it causes my curiosity about the linkage between the data
from reference [6] above and my observation at work. Interestingly, these 5% of students are
not the top students; they are just in love with computing. Their interests are video games,
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online social media, etc. Only some are highly academic and want to leverage computer
literacy to assist their studies in other academic subjects. The remaining 95% of observed
students are brilliant in foreign languages and ELA subjects. The data is based on my three
years of teaching observation [Appendix A]. Most students find it challenging to learn
computer coding in high school, but they want to learn it because it is trendy among their
peers. Many students speak fluently in Economics, Social Science, ELA, and History. Their
learning behavior differs significantly between ELA and Math or Computer Science classes. I
once thought learning Computer Coding was like learning another foreign language, but
Students naturally speak and participate in ELA class discussions but behave quietly and
respond hesitatingly and cautiously in Computer Science class. I always find out many
students are fluent in reading novels or ELA articles, but they stutter in reading computer
code. Students spend many years in school learning ELA literacy skills. Students can not
proficiently demonstrate the ability to leverage their ELA literacy skills in learning compute
coding. If we can understand what prevents students from applying their ELA literacy
reading skills in reading computer coding, we can improve computer science learning among
students. The study focuses on reading skills to enhance computer code writing, similar to
literacy reading skills. There is little research on coding narrating. An initial study recognizes
the code narrating problem and identifies reading factors in coding and their relationships to
ELA reading.
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In BTHS, every sophomore must take the AP Computer Science Principles (CSP) class,
which is counted as a Maths elective for high school graduation requirements. The course
does not require any programming background. Students spend 60% of their time coding and
40% covering diverse computer science topics from internet security, software bias, and data
analysis. By the end of the course, every student must complete independent software
projects and take a test to answer four written response questions. The course provides
students with all the learning materials and access to school computing devices.
BTHS is a big school. The sophomore student population has 1,500 students. There are
45 CSP class sessions, each with 34 students. I am teaching six sessions of the CSP class, and
five of them are selected for the study. Six students are chosen from each of the five sessions
to participate in the study without affecting students' learning routines. A total of 30 students
Computer languages have their primitive constructs, syntax, semantics, and algorithms,
The study's idea is to understand the similarities and differences between learning computer
language and other foreign languages in the high school learning environment.
The study aims to experiment with the effect of coding narration on students who are low
performers with computer science grades lower than 80%. Among these 30 computer science
low-performance students, one-third are high performers in foreign languages with grades
above 95%. Another one-third are medium performers in foreign languages with grades
below 90%. The third is low performance in a foreign language with a grade below 80%.
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[Appendix ]. We use the naming convention Group L, Group M, and Group H to represent
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Every student in the Computer Science class has access to a computer, and the use of Google
Classroom also provides every student equal access to computing devices. In the computer
science class, the teacher also prepares coding materials in Google Docs, making it easy for
narrate a segment of programming code, they stutter and use little computer science academic
language. I wonder if students also stutter in other ELA subjects. I observed other ELA
classes where students showed smooth narration. It seems there is a direct relationship
When every student has equal access to computing devices, it is unlike a digital divide issue.
It is evidence that students have different access to digital use experience. There are active
and passive users of technology, including programming language. There are distinct
differences in the coding performance between active and passive users [1]. Passive users
follow teacher-provided instructions to fill in the digital sheet, put the coding blocks together,
and follow the laboratory exercise guidelines to press software buttons as instructed. Passive
users receive digital information and only operate under the condition of detailed instructions.
When instruction is at a high order level, or prediction is required, passive users easily get
lost or slow down in coding. Active users are different. They engage in creative, critical
thinking, imagination, reflection, and participation. They explore, build, and collaborate in
coding and solving problems. When instructions are unavailable, active users will explore
with critical thinking, analysis with reasoning, and create with collaboration to complete
computer science coding tasks. Active users demonstrate the attitude of finishing a task; on
the contrary, passive users illustrate the attitude of completing assigned exercises.
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The class survey [Appendix A, Table 1.1] reflects the disparity of access to programming
experience. While 17% of the sample population are active users of programming languages,
the rest, 83%, are passive users of programming coding in the AP Computer Science class.
The disparity data is consistent with the Digital User Divide [1].
MONTAGUE & XUE [9] provide more research data to characterize active and passive
users. In MONTAGUE’s studies, passive users are operators who are likely to monitor tasks
such as recording and following instructions step by step. In the same research,
MONTAGUE names the active users as operators who are likely to take the roles of
planning, analyzing, and predicting tasks. MONTAGUE’s research results support the claims
In the following figure, in a high school classroom, the technology represents computer
science programming; active users are students who are proficient in coding, and passive
users are weak and skilled in coding. They are interacting among themselves.
Passive users are prevalent in the real world [9]. From [Appendix A] statistics, the
passive users comprise 83% of the sampling population; we can shift the learning
demographics from 83% to a lower percentage, which is the focus of this active research.
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Although passive users are necessary for specific job tasks, such as aviation, education, and
health industries[9], we should equip students with an active learning attitude for the
educational purpose of student-centered learning. And in this study, it means active users of
programming code. What we are going to investigate does not contradict MONTAGUE [9]
guidance when selecting students in this study. Both passive users and active users are
equally important[9]. The existence of low-proficient student coders provides teachers with
the grounds to reform instructional pedagogy to fit the learning needs of the weak-proficient
student coders. That is also the theme of this research: select narrating from a literature
device to improve coding proficiency. It also echoes MONTAGUE's [9] idea that considering
active and passive users requires a one-size-fits-all tactic. When applying the MONTAGUE
[9] notion in a computer science classroom environment, the active and passive students are
the sound evidence of the need for differentiated instruction to teach computer science to
MONTAGUE [9] also argues that active and passive users exhibit different levels of trust
computer science learning environment, active learners tend to build a trusting relationship
with programming technology. Digital Use Divide[1] describes a similar concept but more
exploratory, analytical, and reflective activities. MONTAGUE[9] also argues that passive
users are opposite to active users when establishing a trusting relationship with technology,
which could mean learning coding in the school environment. Because of the nature of the
trust relationship between active and passive users with programming language or
technology, some measures are needed to support the passive users so that they can reinforce
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describes the traditional method of connecting teaching and the human brain.
complexity of information connectivity, our brain was positioned to quest for patterns.
Identifying patterns is the key to extracting useful information to analyze and solve problems.
There is no doubt that high school students receive learning materials every day they come to
instructions, and the integrated coding platform is very user-friendly today compared to 20
years ago. However, some students are still stuck in computer programming. In Caine's [8]
studies, a reform of how students learn or how teachers teach is based on understanding how
Many education theories have been done or studied. Teachers have learned this education
theory in teacher school or in-service training. Much has been taught and talked about.
Caine([8],p.viii) believed that a more complex teaching framework is imminent. The task is
to address how the framework can help learners make connections of their already known
knowledge. Caine[8] pointed out that rote memorization is not the same different from
information. Learners retrieve information through rote memorization, but this does not mean
the retrieved data is connected. They are pieces of unconnected details that could be more
useful for analyzing and solving problems. Even if learners can make the connections
between information, Caine([8], p.viii) pointed out that the Connection could be in an optimal
state or a depressed state. There are one hundred billion neurons in the human brain, and the
experience. Only if the information is connected is the precedence before the human brain
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can carry on to do the following task: recognizing patterns. That also explains why some
Caine described that a healthy human brain can recognize patterns and make
approximations, correct from self-reflection and experience, have the capacity for different
types of memorization, and create new knowledge ([8], p.3). Such an idea is also described in
the characteristics of active and passive users in the later published Digital Use Divide [1]
and MONTAGUE [9]. These brain features are not new discoveries; the question is how
learners can access these brain features, which are critical tools to improve a learner's coding
efficiency. Both Digital Use Divide[1] and MONTAGUE[9] provide an in-depth description
of active and passive users and indirectly confirm Caine's idea that accessing the brain feature
the gap of digital use divide between the active and passive users.
Brain research supports learning needs to engage in reading, writing, viewing, listening,
talking, and valuing ([8], p.6). In other words, the goal is to apply the above six skills to
connect information. High school students spend years acquiring the above abilities in ELA
subjects. Their learning experience acquired through the six skills begins from K1 to K12.
Students have enough tools to learn new knowledge. However, when students start high
Every learning subject has its language to obtain feedback from the environment and acts
human objects ([8], p.122). Computer Coding is a subject that has its own language,
computer programming language. Students are taught to write computer code to make their
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writing code in daily life is seldom emphasized in speaking code. Caine[8] clearly described
the ways to make a learner's experience understandable, speaking and writing together.
Speaking and writing are skills used in ELA subject learning. However, computer coding
seldom uses speaking skills. As described above in the problem statement, many school
learners need help attaining coding proficiency. The active research described in this
manuscript aims to study narrating to improve learners' coding proficiency. Even if students
practice code narrating, the quality and quantity of using relevant terms and appropriate
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In the above LITERATURE REVIEW session, Caine[8, p.122) describes speaking and
investigates how narrating improves students' fluency in computer code development. The
data presented in the above PROBLEM STATEMENT states the disparity of students'
narrow the Digital Use Divide gap. We believe the human brain has the features to attain
experience and connect with previous experiences to learn new knowledge. In computer
coding, students write code in daily computer lab exercises, but speaking code is rare in class
or daily practice; it makes sense to wonder if speaking may be the fuse to support students in
reconnecting information in coding. Doyle & Carter [12] also describe the critical role of
narrating in making sense of experience. When students learn computer coding, new
computer language terms are imposed as extra abstract information in students' brains. Also,
the computer coding language is similar to the literacy language [13]; the programming
language primitives are still designed less naturally than the literacy language—the
disconnect between the experience attained from coding language and students' previous
computer coding.
This study aims to conduct a series of experiments with the students around using
narrating in coding. The experiments are designed to generate results to answer the following
research questions:
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More research is needed on code narration. The study is based on teachers’ experience in
subject contents and leverages literacy devices from other ELA subjects. The study collects
assessment after the narrating in coding to sampling students. The collected qualitative and
quantitative data are analyzed, and results are inferred to answer the five research questions.
Speaking
Writing
Viewing
Listening
Valuing
Acting
students’ coding development. The study in this manuscript focuses on narrating, which is
one of the ways to make sense of students’ previous experiences by connecting already
existing information in students’ brains. Studying what works well and what does not is a
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attaining; there is no best method in pedagogy. The way to do this is to continue the
experiments by trial and error to improve the learning and teaching experience. Dewey and
Quay’s advocacy is aligned with the Digital Use Divide[1], which centers around the issue of
inequitable access to active learning experiences. Sticking the principle of trial and error, a
and fit into the high school class environment. The framework should also accommodate
students’ learning pace calendar without overloading students with extra assignments and not
disrupt a teacher's regular teaching hours. ASA stands for Assessment, Strategy, and
tactic applied in classroom pedagogy. There are two assessments. The second one is to
Thirty sophomore students participated in the study. Six students from each of the five
sessions joined the study. Participants were characterized and grouped into low, medium, and
high performance in learning foreign languages, as in Table 2.1. We would like to see if there
is any correlation between students with different levels of foreign language and learning
coding language.
All participants Foreight Language Foreign Language Foreign Language Subtotal No. of
coding performance Low Performer Medium Performer High Performer participants
are <80% Group-L (<80%) Group-M (<90%) Group-H (>95%)
Session 1 2 2 2 6
Session 2 2 2 2 6
Session 3 2 2 2 6
Session 4 2 2 2 6
Session 5 2 2 2 6
Subtotal participants 10 10 10 30
Table 2.1 Students grouped into Low, Medium and High Performance in Foreign Language.
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addressed by the questions. There are two types of questions: the Coding Experience and the
ELA Literacy Experience. The Coding Experience questions help students to retrieve their
SESSION, a human brain can learn but needs an agent to interconnect the pre-deposited
information. Otherwise, students will find learning new materials, such as coding,
challenging. The agent is like the ELA literacy skills students have acquired in past years of
ELA subjects. Participating students self-evaluate their experience strengths using a scale of
1 to 5. The most substantial experience is rated a five. It is essential to note that the coding
experience differs from the ELA Literacy Experience. The intent is also to select students
with different backgrounds and foreign language experiences. Below is the list of assessment
questions. As introduced above, the research framework ASA is designed to be flexible and
fit into a high school teaching environment. Researchers can modify the set of questions to
Assessment
Assessment Code Assessment Questions Assessment Experience
Type
BA1 proficiency in narrating. Baseline Coding Experience
BA2 smoothness in narrating. Baseline Coding Experience
BA3 accuracy in narrating. Baseline Coding Experience
BA4 speed in narrating. Baseline Coding Experience
BA5 usage of CS vocabulary. Baseline Coding Experience
BA6 code tracing ability. Baseline Coding Experience
BA7 use of Iteration Baseline Coding Experience
BA8 use of Selection Baseline Coding Experience
BA9 use of Procedure Call Baseline Coding Experience
BA10 use of input parameters Baseline Coding Experience
BA11 use of arithmetic expression Baseline Coding Experience
BA12 use of boolean expression Baseline Coding Experience
BA13 use of Framing Story in Coding Baseline ELA Literary Experience
BA14 use of Cause and Effect in Coding Baseline ELA Literary Experience
use of Compare & Contrast in
BA15 Baseline ELA Literary Experience
Coding
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The experiment is launched during the month of the student’s independent project period.
Students can use this period to complete their project and also participate in using code
narrating to develop their program code. Students were briefed daily and participated in code
narration while developing their program code. The experiment lasted 15 days. Students were
provided a code segment to narrate every day in class. Participants started narrating with a
code segment length of 10, which increased gradually. On Day 15, the code segment length
was increased to 30 lines. Also, the complexity of the code segment increases gradually by
including computer science concepts of iteration, selection, and procedure. Students start to
use ELA Literacy devices such as ‘Framing Story,’ ‘Cause & Effect,’ and ‘Compare &
Contrast’ in their code narration. Students are expected to be immersed in the sea of ELA
Literacy and Code Literacy experiences, which make sense of their previous experience to
improve coding development proficiency. Table 2.3 demonstrates the progressive pacing of
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Table 2.3 ELA and Code Literacy Devices in Daily Code Narrating Activity
After 15 days of daily code narrating, students were asked to self-evaluate their
experience in the same scope in the Assessment Baseline. That same set of questions is used,
except the Assessment Code for each question is changed to reflect post-assessment
benchmark data. The goal is to investigate the difference in coding experience before and
after inhabiting code narrating. Because the same set of questions was used, a comparison can
be made with consistency between pre and post-data. Below is the set of assessment
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V. Data Collection
Participating students were provided a Google Form to self-evaluate their coding and
ELA Literacy experience. Data from the Assessment Baseline and Assessment Benchmark
were collected and integrated into a single database for later data analysis. Students use a
scale of 1 to 5 to reflect their experience in coding and ELA Literacy. The numerals are
collected and counted to identify patterns and determine correlations between individual
coding experience and ELA literacy experience. Our goal is to discover which pairing of
experiences has a higher correlation. Although there is no best solution, we want to see if a
better choice is available based on research data and take further studies on it. [Appendix B]
is a sample of collected data in tablet format. Integrating both assessment data into one tablet
facilitates analysis later. When we want to analyze and find a correlation, an integrated
The design of the database is also important. In [Appendix B], the table integrates
‘Assessment Group’ if classification exploration is needed. Database design is also part of the
ASA Framework. When experiments select other tactics [Fig 1.1], additional parameters can
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1.5 3
1 1 2
1 2
1 1
0.5 1
0 0
1 2 3 4 5 2 3 4 5
Chart6.1.a1 Baseline Chart6.1.a2 Benchmark
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2 2
1.5 1.5
1 1 1 1
1 1
0.5 0.5
0 0
1 3 4 5 2 3 4 5
Chart6.3.a1 Baseline Chart6.3.a2 Benchmark
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VII. Conclusion
Experiment results show code narrating has improved students’ code development in
some areas but not every area. After practicing three weeks of code narrating, I noticed
different degrees of impact on students of high performers and low performers in foreign
languages. For students who are high performers in foreign languages, data shows that code
vocabulary, and code tracing ability. On the other side, code narrating is ineffective for
students who are low performers in foreign languages. Students who are high performers in
improves code accuracy for students who are low performers in foreign languages.
At the outset of this experiment, according to the theory and information collected from
the Literature Review, it is initially believed that Code Narrating should improve students’
code development. After a more detailed study, the claim is primarily accurate but not
confirmed. As we can see from the results of the Data Analysis session, only students with
access to a good learning experience of a foreign language can benefit from code narrating.
Code narrating seems ineffective for students who do not have access to an excellent foreign
language experience.
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The results from the data analysis answer the first research question, RQ1. Each
are patterns identified in VI.1a to VI.4.b to make sense of the effectiveness or ineffectiveness
of code narrating. The parameters or questions set can be modified to a particular context to
reflect another set of parameters for use in another experiment. The study provides evidence
of a correlation between coding and the cause & effect of devices from ELA. However, the
correlation is valid in the presence of high foreign language performers. It answers positively
to RQ2. Narrating devices are from the ELA literacy context. Because of the flexibility of the
ASA framework, any ELA literacy devices can be selected for use. Considering the learners'
background, collaboration with ELA subject teachers will bring invaluable insight into the
choices of devices. Because we are using students' time in the implementation of new ideas,
we should start devices that are simple and consume less time for students to execute. Three
selected devices were used to collect data, the result in VI1.5.a shows a strong relationship.
Although the data analysis of the other two devices is not available yet, as they are similar, it
is believed that the selected devices are applicable in code narrating to support answering
RQ4.
differentiation. We may not use instructional time wisely if we emphasize code narrating to
high-performing foreign language learners, their code development skills can be improved
significantly.
As Dewey[10] and Quay[11] advocate, education is a continuous trial and error to access
a better learning experience, and there is never an optimal solution. The flexibility of the
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ASA experiment framework demonstrates how we can trade in other tactics quickly to find a
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The study results show that narrating is not a 100% remedy for students' improvement in
coding. In Caine's [8] vision, viewing is another alternative feature of the human brain to
make sense of information. The next step can phase in the viewing instead of code narrating
in the ASA Framework. A set of new questions should be developed for data collection and
verification. We can keep using the same participant selection methodology. Instead of based
on foreign language performance, it can be based on other subjects or spot performance for
If we select viewing as another tactic instead of code narrating, we may want to consider
practice; engaging other teachers in collecting feedback is critical. Another teacher may have
insight into the factors affecting students' learning experience, but those teachers may need a
feasible research framework to study the problem. When I started working on this project, I
learned that the research effort should be sustainable, which means the research process and
methodology can be reused. This will save an enormous amount of time when crafting the
outline.
Finding a correlation between two variables is very time-consuming and limits the scope
of exploration in terms of data analysis. Visual comparison of bar charts to determine the
effectiveness of code narrating could be more manual. I am not aware of any other way to do
it. Further research is needed to determine what other research will do to minimize these
tedious efforts.
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Only a few statistics skills are used in this research, and only some bar charts are used to
compare and contrast. I appreciate the data collected, which shows me the effectiveness and
ineffectiveness through the bar charts. Statistics skills should be used to help uncover more
Reflecting on the project idea and its development, I should have paid too much attention
to the mid-term presentation. When I started to collect data and wrap up the writing of the
final paper, the mid-term presentation helped me a lot with the outline and guidelines.
Following the mid-term outline, I can smoothly swirl through the final paper writing. I also
undermine the importance of the Literature Review. When I started writing my paper, I found
my initial literature review needed to be more profound, and I needed to look for more
insightful articles and journals. Although it took me much more time and effort to go through
the Literature Review process again, it was invaluable. I could locate several good papers that
helped me develop my research idea. I would not know more about John Dewey if I had not
I also thank you for my course professor's insight guidelines. Without her advice, I might
be running my project with 200 participants, which would definitely expand the scope, and I
would probably not be able to finish the study within the thin scheduled time frame. Let that
start a bit limited. The scope contributes to frustration and over expansion of ideas, ideas, and
effort.
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References
[1] The Digital Use Divide. Office of Educational Technology, Department of Education.
https://tech.ed.gov/netp/digital-use-divide/
[2] LADSON-BILLING, G., From the Achievement Gap to the Education Debt:
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(Oct., 2006), pp. 3-12.
[3] CULP, K., HONEY,M., & MANDINAC, E. (2003, October). A Retrospective on Twenty
Years of Education Technology Policy. U.S. Department of Education, Office of
Educational Technology.
[5] New Study on U.S. Eighth-Grade Students’ Computer Literacy, (2019, Nov.) . National
Center for Education Statistics.
[6] AINLEY, J. (2018). Students and Their Computer Literacy: Evidence and Curriculum
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[7] New York State Computer Science and Digital Fluency Learning Standards GRADES K-
12 December 2020. NYCDOE
[8] CAINE, R., CAINE, G., Making Connections: Teaching and the Human Brain.
Association for Supervision and Curriculum Development, Alexandria, Va.
[9] Montague E, Xu J. Understanding active and passive users: the effects of an active user
using normal, hard and unreliable technologies on user assessment of trust in
technology and co-user. Appl Ergon. 2012 Jul;43(4):702-12. doi:
10.1016/j.apergo.2011.11.002. Epub 2011 Dec 20. PMID: 22192788; PMCID:
PMC3422026.
[12] Doyle,W., Carter, K., "Narrative and learning to teach: Implications for teacher-
education curriculum", Journal of Curriculum Studies, vol. 35, no. 2, pp. 129-137,
2003.
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[14] WOO, K., FALLOON, G., The Search for Computer Science Concepts in Coding
Animated Narratives: Tensions and Opportunities. Volume 61, Issue 7,
https://doi.org/10.1177/07356331231174929
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Table1.1 Students from 2021 ~2023 attending AP Computer Science Principles class.
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