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- posterMarch 2024
Developing Computational Thinking in Middle School Music Technology Classrooms
- Lauren McCall,
- Brittney Allen,
- Jason Freeman,
- Stephen Garrett,
- Sabrina Grossman,
- Jed Paz,
- Doug Edwards,
- Tom McKlin,
- Taneisha Lee
SIGCSE 2024: Proceedings of the 55th ACM Technical Symposium on Computer Science Education V. 2Pages 1746–1747https://doi.org/10.1145/3626253.3635527To engage diverse populations of students who may not self-select into computing courses, a curriculum for a middle school music technology + computer science course that addresses learning standards for both subjects was developed and deployed. Students ...
- posterMarch 2023
Effects of Visual Explanation on Perceived Creative Autonomy in an AI-Based Generative Music System
IUI '23 Companion: Companion Proceedings of the 28th International Conference on Intelligent User InterfacesPages 25–28https://doi.org/10.1145/3581754.3584123This work aims to explore how a user’s understanding of a creative AI’s decision-making affects their experience when collaborating with it, through the inclusion of Explainable AI features in an interactive generative music system. We have created ...
- research-articleApril 2022
The Relationship between Co-Creative Dialogue and High School Learners' Satisfaction with their Collaborator in Computational Music Remixing
- Gloria Ashiya Katuka,
- Alexander R. Webber,
- Joseph B. Wiggins,
- Kristy Elizabeth Boyer,
- Brian Magerko,
- Tom McKlin,
- Jason Freeman
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 6, Issue CSCW1Article No.: 123, Pages 1–24https://doi.org/10.1145/3512970Co-creative proccesses between people can be characterized by rich dialogue that carries each person's ideas into the collaborative space. When people co-create an artifact that is both technical and aesthetic, their dialogue reflects the interplay ...
- research-articleMarch 2022
SIGACCESS: 50 years of support research on accessibility in computing
ACM SIGACCESS Accessibility and Computing (SIGACCESS), Issue 132Article No.: 7, Page 1https://doi.org/10.1145/3523265.3523272As part of the 50th anniversary of SIGACCESS, a historical research project was conducted to investigate the establishment and history of the SIG. Based on interviews with key figures in the history of SIGACCESS, as well as examination of publications ...
- research-articleOctober 2021
Effects of deep neural networks on the perceived creative autonomy of a generative musical system
AIIDE'21: Proceedings of the Seventeenth AAAI Conference on Artificial Intelligence and Interactive Digital EntertainmentArticle No.: 27, Pages 91–98Collaborative AI agents allow for human-computer collaboration in interactive software. In creative spaces such as musical performance, they are able to exhibit creative autonomy through independent actions and decision-making. These systems, called co-...
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- short-paperOctober 2021
A 3D Graphic Score Space and the Creative Techniques and Performance Practices that Emerge From It
AM '21: Proceedings of the 16th International Audio Mostly ConferencePages 126–129https://doi.org/10.1145/3478384.3478419The 3D graphic score space created for this study is a non-immersive virtual reality space for creating musical scores utilizing graphic notation. This project involved two main aspects; developing the graphic score space followed by a two-part user ...
- short-paperOctober 2021
Composing the Network with Streams
AM '21: Proceedings of the 16th International Audio Mostly ConferencePages 196–199https://doi.org/10.1145/3478384.3478416We present Aleatora, an early-stage framework for building compositions from lazy, effectful streams. Aleatora’s streams, which may be combined by sequential, parallel, or functional composition, are well-suited to expressing interactive and aleatoric ...
- short-paperOctober 2021
Comparing Chat Methods for Remote Collaborative Live-Coding Music
AM '21: Proceedings of the 16th International Audio Mostly ConferencePages 200–203https://doi.org/10.1145/3478384.3478399This study analyzes the impact of text versus audio chat in a remote collaborative live-coding music environment. Drawing on the literature discussing collaborative live-coding music, we wanted to examine the impacts of different chat methods on ...
- ArticleJune 2021
Discovering Co-creative Dialogue States During Collaborative Learning
- Amanda E. Griffith,
- Gloria Ashiya Katuka,
- Joseph B. Wiggins,
- Kristy Elizabeth Boyer,
- Jason Freeman,
- Brian Magerko,
- Tom McKlin
AbstractMany important forms of collaborative learning are co-creative in nature. AI systems to support co-creativity in learning are highly underinvestigated, and very little is known about the dialogue mechanisms that support learning during ...
- research-articleMarch 2021
Leveraging Prior Computing and Music Experience for Situational Interest Formation
SIGCSE '21: Proceedings of the 52nd ACM Technical Symposium on Computer Science EducationPages 928–933https://doi.org/10.1145/3408877.3432431Computer science educators often use multiple creative computing platforms to motivate and support students learning computer science. Arguably, we understand little about the complementary ways in which the various platforms build on students' prior ...
- review-articleAugust 2019
EarSketch: engaging broad populations in computing through music
EarSketch leverages the appeal of music to create a learning environment that allows students to be expressive with code.
- research-articleJuly 2019
Accounting for Pedagogical Content Knowledge in a Theory of Change Analysis
- Tom McKlin,
- Taneisha Lee,
- Dana Wanzer,
- Brian Magerko,
- Doug Edwards,
- Sabrina Grossman,
- Emily Bryans,
- Jason Freeman
ICER '19: Proceedings of the 2019 ACM Conference on International Computing Education ResearchPages 157–165https://doi.org/10.1145/3291279.3339412Educators have long claimed that pedagogical content knowledge (PCK), ways of presenting a subject that make it comprehensible to others, is a critical element of student academic success. This paper presents an exploratory study finding that PCK ...
- posterJuly 2019
Exploring the Correlation Between Teacher Pedagogical Content Knowledge and Content Knowledge in Computer Science Classrooms
- Tom McKlin,
- Taneisha Lee,
- Dana Wanzer,
- Brian Magerko,
- Doug Edwards,
- Sabrina Grossman,
- Emily Bryans,
- Jason Freeman
ITiCSE '19: Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science EducationPage 315https://doi.org/10.1145/3304221.3325556Educators have long claimed that pedagogical content knowledge (PCK), ways of presenting a subject that make it comprehensible to others, is a critical element of student academic success. This poster presents findings from a preliminary study of ...
- research-articleFebruary 2019
Implementing EarSketch: Connecting Classroom Implementation to Student Outcomes
SIGCSE '19: Proceedings of the 50th ACM Technical Symposium on Computer Science EducationPages 634–640https://doi.org/10.1145/3287324.3287379The expansion of computer science into more classrooms invites researchers and evaluators to shift their focus from predominantly measuring student-level factors to measuring both student- and classroom-level variables. Research presented in this ...
- research-articleFebruary 2019
Assessing the Attitudes Towards Computing Scale: A Survey Validation Study
SIGCSE '19: Proceedings of the 50th ACM Technical Symposium on Computer Science EducationPages 859–865https://doi.org/10.1145/3287324.3287369Students who have positive attitudes towards computing are more likely to intend to persist in computing and ultimately persist in computing. Thus, this study describes the development and assessment of the Attitudes Towards Computing Scale, which was ...
- short-paperJune 2018
Grading at scale in earsketch
L@S '18: Proceedings of the Fifth Annual ACM Conference on Learning at ScaleArticle No.: 50, Pages 1–4https://doi.org/10.1145/3231644.3231708This paper explores some of the challenges posed by automated grading of programming assignments in a STEAM (Science, Technology, Engineering, Art, and Math) based curriculum, as well as how these challenges are addressed in the automatic grading ...
- research-articleFebruary 2018
Authenticity and Personal Creativity: How EarSketch Affects Student Persistence
SIGCSE '18: Proceedings of the 49th ACM Technical Symposium on Computer Science EducationPages 987–992https://doi.org/10.1145/3159450.3159523STEAM education is an approach to engage students in STEM topics by prioritizing personal expression, creativity, and aesthetics. EarSketch, a collaborative and authentic learning tool, introduces students to programming through music remixing, has ...
- research-articleFebruary 2018
Using Music to Engage Students in an Introductory Undergraduate Programming Course for Non-Majors
SIGCSE '18: Proceedings of the 49th ACM Technical Symposium on Computer Science EducationPages 975–980https://doi.org/10.1145/3159450.3159468EarSketch is a curriculum and learning environment designed to engage diverse student populations in introductory computing courses through an approach that connects coding and computational thinking with the composition, production, and remixing of ...
- research-articleAugust 2017
Handwaving: Gesture Recognition for Participatory Mobile Music
AM '17: Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music ExperiencesArticle No.: 26, Pages 1–7https://doi.org/10.1145/3123514.3123538This paper describes handwaving, a system for participatory mobile music based on accelerometer gesture recognition. The core of the system is a library that can be used to recognize and map arbitrary gestures to sound synthesizers. Such gestures can be ...
- research-articleAugust 2017
Turn-Taking and Chatting in Collaborative Music Live Coding
AM '17: Proceedings of the 12th International Audio Mostly Conference on Augmented and Participatory Sound and Music ExperiencesArticle No.: 24, Pages 1–5https://doi.org/10.1145/3123514.3123519Co-located collaborative live coding is a potential approach to network music and to the music improvisation practice known as live coding. A common strategy to support communication between live coders and the audience is the use of a chat window. ...