Evaluation of computing workshops at the Science Museum, London

by Science Museum Group added on 19 Nov 2020

Brief description:
This case study is looking into the CoderDojo workshops at the Science Museum to identify opportunities and limitations of science learning, the role of mentors in museum-based informal coding sessions and their perceptions, as well as the families’ response to the workshops. Data for this case study was processed using qualitative analysis and collected using a mixture of methods. The primary source of data was interviews with eight mentors (facilitators) and five families that participated in the workshops. Data from workshop observations were limited and informal discussions with museum coordinators of the workshops helped for further insight. This was because the case study took place during the COVID-19 pandemic and was conducted mainly remotely due to the closure of the museum and the general lockdown. Findings showed that workshops created a positive environment that enabled children to shape the nature of their participation and follow their interests but also share their knowledge, progress, and results. Workshops allowed children to extend their experience at home or anywhere they wished by accessing activities online and see coding as a hobby. The current role of mentors was seen as tasked focused and didn’t allow children to empathise with them. We note that their role could be enhanced by sharing their wider identities as programmers to strengthen their connection with children and further their science engagement.
Photos:
Countries:
(where the practice takes place)
United Kingdom
Cities:
(where the practice takes place)
London
Organization name:
(running the practice)
Science Museum Group
Organization type:
Other: Museum
Contact person:
Contact email:
(for further information and inquiries)
dafni.konstantinidi_sofrona@sciencemuseum.ac.uk
Social media:
Related resources:
(e.g., web site, publications,media)
Participants’ age groups:
7 - 14
Indicative number of participants:
Number independent
Oriented to a specific gender?
No
Frequency:
(for the same group of participants)
Single-occasion
Total duration:
(for the same group of participants)
1 - 2 hours
Location:
(where the practice takes place)
  • Museum, science centre, outreach centre, library, zoo, etc.
What are the role(s) of the adult(s) running the practice?
  • Mentor / Guide
During the practice, participants…
  • Code
Participants work…
  • In family groups/with support of family group
  • What type of materials do participants use?
    • Computers
    Pedagogical approach:
    • Problem-based learning
    • Project (or task)-based learning
    • Collaborative-learning
    • Creative thinking
    • Critical thinking
    Social justice/equity approaches:
    • Free events/funding for those from low-income groups
    Does the practice have (explicit or implicit) learning objectives?
    No
    Is the practice (explicitly or implicitly) connected to school curricula?
    Yes, implicitly
    If connected in any way to school curricula, which subjects are covered?
    • Computer science
    • Mathematics
    Does the practice aim to have an impact on the engagement / interest of participants with a particular scientific topic, concept, phenomena, theory or career?
    Yes: Computing / Computer science
    Does the practice aim to have an impact on the attitude of participants with a particular scientific topic, concept, phenomena, theory, or career?
    Yes: Computing / Computer science
    Does the practice aim to have an impact on the behavior of participants related to a particular scientific topic, concept, phenomena, theory, or career?
    Yes: Computing / Computer science
    Does the practice aim to have an impact on the development / reinforcement / practice of skills of participants?
    Yes: Computing / Computer science
    Additional notes: