Kylie Peppler
Dados Biográficos
| ID | 641176 |
|---|---|
| NOME | Kylie Peppler |
| PRENOMES | Kylie |
| SOBRENOME | Peppler |
| ASSINATURA | PEPPLER K |
| AFILIAÇÕES | University of California, Irvine |
| ORCID | 0000-0002-5472-4974 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 24 |
| TOTAL DE CITAÇÕES | 9 |
| TOTAL COMO AUTOR | 24 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2010 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2024 |
| ÍNDICE H | 2 |
Tools and materials as non-neutral actors in STEAM education
Background This study builds on posthumanist and new materialist orientations to examine the role of material properties and the gendered identity texts of educational tools as active agents in STEM learning.Methods Over 200 youth, ages 5–15, were randomly assigned to 90-minute introductions to one of five commercial circuitry toolkits. Youth took a pre- and post-assessment; we analyzed results using quantitative tests of significance. We used an…
Seeking Language less ness
This article challenges an over‐reliance on language as the primary means to communicate knowledge by adopting a language less ness approach to maker pedagogies and maker literacies. Having conducted makerspace and design‐based research for some time, we separately and together noticed a productive relationship between wordless relational makerspace and making moments focused on craft, tools, technologies, and materials, and ways that an absence …
“We hear everyday, ‘this isn’t me.’” Navigating tensions and opportunities to translate interests toward entrepreneurial making
Out-of-school time (OST) makerspaces are spaces for youth to engage in exploratory practices and deepen STEM interests in personally meaningful ways. Many youth—especially teens—additionally benefit from supportive relationships (e.g., caring adult mentors, peer mentors) in these spaces to help them uncover their interests and translate them into long-term trajectories of maker practice. Using a connected learning lens, this paper focuses on supp…
Consensual assessment in the new domain of e-textiles
Establishing what constitutes creativity in a domain is something for which we often look to experts—individuals versed in a domain’s history and able to identify timeworn ideas from fresh ones. Such valuations of creative merit are tied to a familiarity with past and present trends and, therefore, opinions of newcomers are often ignored. However, what about domains that build upon new, unexplored practices? This study examines the creativity rat…
Making Connections to and From Out-of-School Experiences
This chapter surfaces examples of the ways educators, programs, and families are making connections to and from out-of-school time (OST) experiences and into other contexts in learners’ lives, including additional programs, homes, communities, and schools. Through a review, the authors test, refine, and expand a design framework for connections across settings described in connected learning scholarship and identify shared goals and outcome indic…
Lights up! Assessing standards-based performance skills in drama education
With the recent release of the National Core Arts Standards (NCAS), educators need new consistent, fair assessments of drama learning. As an initial starting point, this paper reports on the creation of the LATA Drama Performance Rubric, a standards-based assessment to measure learning occurring under real drama classroom conditions that we hope evaluators will find to be useful. A widespread group of drama instructors coordinated with researcher…
Craftland is Mathland
There is tremendous excitement around makerspaces for deepening and enriching curricula across subjects, as well as engaging traditionally marginalized learners in new ways. To address the lack of translation of maker education projects to mathematics learning, we propose that educators aspire to create a “Mathland” when designing maker educational activities. Mathlands are environments envisioned by Seymour Papert where mathematics are learned a…
Quiltsforpulse
Aligning crafts and activism, craftivism provides a useful context to study the processes of collective socio-political activism. Crafts allow us to reclaim the ability to care for others as a method of activism, which stands in contrast to the vitriolic expression that pervades contemporary online-offline political discourse. Building on connected learning, this qualitative study analyzes the #quiltsforpulse movement, a response to the 2016 mass…
‘Way more relevant and a little less theoretical’
The move to remote learning in the wake of the COVID-19 pandemic presented design challenges for teaching and learning. Though research is emerging on teacher adaptation during the pandemic that documents challenges and the perspectives of stakeholders, the field is lacking close descriptive accounts that illustrate what classrooms looked and felt like. We followed teaching artists as adaptive experts who designed responsive and emotionally safe …
Connected Arts Learning
This review brings together scholarship from creative educational experiences (CEE) and connected learning to describe a connected arts learning framework, reframing arts education in the 21st century with a focus on connecting youths’ interest-driven art making to opportunities through supportive relationships. Such a framework pushes the arts education field to consider outcomes beyond artistic skill acquisition and academic achievement to incl…
The trouble with STEAM and why we use it anyway
As an emerging field of theory, research, and practice, STEAM (Science, Technology, Engineering, Arts, and Mathematics) has received attention for its efforts to incorporate the arts into the rubric of STEM (Science, Technology, Engineering, and Mathematics) learning. In particular, many informal educators have embraced it as an inclusive and authentic approach to engaging young people with STEM. Yet, as with many nascent fields, the conceptualiz…
How the arts can unlocka closed curriculum
The COVID-19 pandemic has surfaced educational inequities that pose unprecedented challenges for teaching and learning. Scott Sikkema, Jenny Lee, and Joseph Spilberg of Chicago Arts Partnerships in Education (CAPE) and Maggie Dahn, Nickolina Yankova, and Kylie Peppler of the University of California, Irvine, explain how the arts, which are often relegated to the margins of the curriculum, can help transform disruptions like those brought about by…
Making at Home
The maker movement advocates hands-on making with emerging technologies because of its value for promoting innovative and personally meaningful transdisciplinary learning. Educational research has focused on settings that primarily serve youth from dominant groups, yet we know surprisingly little about making among minoritized youth and the kinds of resources that support their making. This study sought to better understand the extent to which ma…
Comparing first- and third-person perspectives in early elementary learning of honeybee systems
“It helps create and enhance a community”
Youth portfolios are curated collections of projects that highlight learning across settings over time. Key challenges for harnessing portfolios in broader assessment efforts include the need to better understand what motivates youth to create portfolios and how to leverage these motivations widely. Building on sociocultural approaches, this article presents a qualitative study of youth motivations for portfolios across three US-based school and …
Connected learning ecologies as an emerging opportunity through Cosplay
Connected learning explains how people can build learning pathways that connect their interests, relationships, and formal learning to lead toward future opportunities such as careers. However, most learning systems are not set up ideally for connected learning; for instance, most schools still teach disciplines as discrete units that do not connect to students’ interests outside of school. We do not yet know enough about the structure of natural…
Not just a blip in someone’s life
Purpose This article makes a case for the importance of brokering future learning opportunities to youth as a programmatic goal for informal learning organizations. Such brokering entails engaging in practices that connect youth to events, programs, internships, individuals and institutions related to their interests to support them beyond the window of a specific program or event. Brokering is especially critical for youth who are new to an area…
Working in the Open
Purpose This article makes the case that the education community can learn from professional learning and innovation practices, collectively called “Working in the Open” (or “Working Open”), that have roots in the free/open source software (F/OSS) movement. These practices focus on values of transparency, collaboration and sharing within communities of experimentation. This paper aims to argues that Working Open offers a compelling approach to fo…
Demo hour
forum Free Access Share on Demo hour Authors: Hsin-Hao Chien Shih Chien University Shih Chien UniversityView Profile , Jasjeet Singh Seehra Purdue University Purdue UniversityView Profile , Ansh Verma Purdue University Purdue UniversityView Profile , Kylie Peppler Indiana University Bloomington Indiana University BloomingtonView Profile , Karthik Ramani Purdue University Purdue UniversityView Profile , Yun-Maw Kevin Cheng Tatung University Tatung…
Gaming the System
Understanding games as systems, with complex interactions of game elements and rules. Gaming the System demonstrates the nature of games as systems, how game designers need to think in terms of complex interactions of game elements and rules, and how to identify systems concepts in the design process. The activities use Gamestar Mechanic, an online game design environment with a systems thinking focus
Hands On, Hands Off
This is an Accepted Manuscript of an article published by Taylor & Francis in Mind, Culture, and Activity on 24 Jul 2014, available online: http://www.tandfonline.com/10.1080/10749039.2014.939762
The Nirvana Effect
While rhythmic video games like Rock Band have enormous popularity, little attention has been paid to these types of games for their potential for music education.This is a missed opportunity, as the music concepts central to the comprehension of traditionally notated music, we believe, are embodied in rhythmic games' notation system, including models of metric hierarchy, subdivision, and pattern identification.Furthermore, the game's alternative…
Building creativity
Purpose Using a systems‐based approach to creativity and a sociocultural constructionist approach to learning, this study aims to highlight how creative ideas emerge within a community and spread amongst its members. Design/methodology/approach Using a design‐based approach to research, this study took place within the social media environment, Quest Atlantis. Chat data were collected from 85 participants and screenshots were taken of the virtual…
Pedagogical Dramas and Transformational Play
Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although traditionally, stories involve an author, a performer, and an audience, much of the power of videogames as m…
Not just a blip in someone’s life
Purpose This article makes a case for the importance of brokering future learning opportunities to youth as a programmatic goal for informal learning organizations. Such brokering entails engaging in practices that connect youth to events, programs, internships, individuals and institutions related to their interests to support them beyond the window of a specific program or event. Brokering is especially critical for youth who are new to an area…
Building creativity
Purpose Using a systems‐based approach to creativity and a sociocultural constructionist approach to learning, this study aims to highlight how creative ideas emerge within a community and spread amongst its members. Design/methodology/approach Using a design‐based approach to research, this study took place within the social media environment, Quest Atlantis. Chat data were collected from 85 participants and screenshots were taken of the virtual…
Seeking Language less ness
This article challenges an over‐reliance on language as the primary means to communicate knowledge by adopting a language less ness approach to maker pedagogies and maker literacies. Having conducted makerspace and design‐based research for some time, we separately and together noticed a productive relationship between wordless relational makerspace and making moments focused on craft, tools, technologies, and materials, and ways that an absence …
Connected learning ecologies as an emerging opportunity through Cosplay
Connected learning explains how people can build learning pathways that connect their interests, relationships, and formal learning to lead toward future opportunities such as careers. However, most learning systems are not set up ideally for connected learning; for instance, most schools still teach disciplines as discrete units that do not connect to students’ interests outside of school. We do not yet know enough about the structure of natural…
Pedagogical Dramas and Transformational Play
Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although traditionally, stories involve an author, a performer, and an audience, much of the power of videogames as m…
The Nirvana Effect
While rhythmic video games like Rock Band have enormous popularity, little attention has been paid to these types of games for their potential for music education.This is a missed opportunity, as the music concepts central to the comprehension of traditionally notated music, we believe, are embodied in rhythmic games' notation system, including models of metric hierarchy, subdivision, and pattern identification.Furthermore, the game's alternative…
Building creativity
Purpose Using a systems‐based approach to creativity and a sociocultural constructionist approach to learning, this study aims to highlight how creative ideas emerge within a community and spread amongst its members. Design/methodology/approach Using a design‐based approach to research, this study took place within the social media environment, Quest Atlantis. Chat data were collected from 85 participants and screenshots were taken of the virtual…
Gaming the System
Understanding games as systems, with complex interactions of game elements and rules. Gaming the System demonstrates the nature of games as systems, how game designers need to think in terms of complex interactions of game elements and rules, and how to identify systems concepts in the design process. The activities use Gamestar Mechanic, an online game design environment with a systems thinking focus
Hands On, Hands Off
This is an Accepted Manuscript of an article published by Taylor & Francis in Mind, Culture, and Activity on 24 Jul 2014, available online: http://www.tandfonline.com/10.1080/10749039.2014.939762
Demo hour
forum Free Access Share on Demo hour Authors: Hsin-Hao Chien Shih Chien University Shih Chien UniversityView Profile , Jasjeet Singh Seehra Purdue University Purdue UniversityView Profile , Ansh Verma Purdue University Purdue UniversityView Profile , Kylie Peppler Indiana University Bloomington Indiana University BloomingtonView Profile , Karthik Ramani Purdue University Purdue UniversityView Profile , Yun-Maw Kevin Cheng Tatung University Tatung…
Not just a blip in someone’s life
Purpose This article makes a case for the importance of brokering future learning opportunities to youth as a programmatic goal for informal learning organizations. Such brokering entails engaging in practices that connect youth to events, programs, internships, individuals and institutions related to their interests to support them beyond the window of a specific program or event. Brokering is especially critical for youth who are new to an area…
Working in the Open
Purpose This article makes the case that the education community can learn from professional learning and innovation practices, collectively called “Working in the Open” (or “Working Open”), that have roots in the free/open source software (F/OSS) movement. These practices focus on values of transparency, collaboration and sharing within communities of experimentation. This paper aims to argues that Working Open offers a compelling approach to fo…
Connected learning ecologies as an emerging opportunity through Cosplay
Connected learning explains how people can build learning pathways that connect their interests, relationships, and formal learning to lead toward future opportunities such as careers. However, most learning systems are not set up ideally for connected learning; for instance, most schools still teach disciplines as discrete units that do not connect to students’ interests outside of school. We do not yet know enough about the structure of natural…
“It helps create and enhance a community”
Youth portfolios are curated collections of projects that highlight learning across settings over time. Key challenges for harnessing portfolios in broader assessment efforts include the need to better understand what motivates youth to create portfolios and how to leverage these motivations widely. Building on sociocultural approaches, this article presents a qualitative study of youth motivations for portfolios across three US-based school and …
Making at Home
The maker movement advocates hands-on making with emerging technologies because of its value for promoting innovative and personally meaningful transdisciplinary learning. Educational research has focused on settings that primarily serve youth from dominant groups, yet we know surprisingly little about making among minoritized youth and the kinds of resources that support their making. This study sought to better understand the extent to which ma…
Comparing first- and third-person perspectives in early elementary learning of honeybee systems
The trouble with STEAM and why we use it anyway
As an emerging field of theory, research, and practice, STEAM (Science, Technology, Engineering, Arts, and Mathematics) has received attention for its efforts to incorporate the arts into the rubric of STEM (Science, Technology, Engineering, and Mathematics) learning. In particular, many informal educators have embraced it as an inclusive and authentic approach to engaging young people with STEM. Yet, as with many nascent fields, the conceptualiz…
How the arts can unlocka closed curriculum
The COVID-19 pandemic has surfaced educational inequities that pose unprecedented challenges for teaching and learning. Scott Sikkema, Jenny Lee, and Joseph Spilberg of Chicago Arts Partnerships in Education (CAPE) and Maggie Dahn, Nickolina Yankova, and Kylie Peppler of the University of California, Irvine, explain how the arts, which are often relegated to the margins of the curriculum, can help transform disruptions like those brought about by…
Craftland is Mathland
There is tremendous excitement around makerspaces for deepening and enriching curricula across subjects, as well as engaging traditionally marginalized learners in new ways. To address the lack of translation of maker education projects to mathematics learning, we propose that educators aspire to create a “Mathland” when designing maker educational activities. Mathlands are environments envisioned by Seymour Papert where mathematics are learned a…
Quiltsforpulse
Aligning crafts and activism, craftivism provides a useful context to study the processes of collective socio-political activism. Crafts allow us to reclaim the ability to care for others as a method of activism, which stands in contrast to the vitriolic expression that pervades contemporary online-offline political discourse. Building on connected learning, this qualitative study analyzes the #quiltsforpulse movement, a response to the 2016 mass…
‘Way more relevant and a little less theoretical’
The move to remote learning in the wake of the COVID-19 pandemic presented design challenges for teaching and learning. Though research is emerging on teacher adaptation during the pandemic that documents challenges and the perspectives of stakeholders, the field is lacking close descriptive accounts that illustrate what classrooms looked and felt like. We followed teaching artists as adaptive experts who designed responsive and emotionally safe …
Connected Arts Learning
This review brings together scholarship from creative educational experiences (CEE) and connected learning to describe a connected arts learning framework, reframing arts education in the 21st century with a focus on connecting youths’ interest-driven art making to opportunities through supportive relationships. Such a framework pushes the arts education field to consider outcomes beyond artistic skill acquisition and academic achievement to incl…
“We hear everyday, ‘this isn’t me.’” Navigating tensions and opportunities to translate interests toward entrepreneurial making
Out-of-school time (OST) makerspaces are spaces for youth to engage in exploratory practices and deepen STEM interests in personally meaningful ways. Many youth—especially teens—additionally benefit from supportive relationships (e.g., caring adult mentors, peer mentors) in these spaces to help them uncover their interests and translate them into long-term trajectories of maker practice. Using a connected learning lens, this paper focuses on supp…
Consensual assessment in the new domain of e-textiles
Establishing what constitutes creativity in a domain is something for which we often look to experts—individuals versed in a domain’s history and able to identify timeworn ideas from fresh ones. Such valuations of creative merit are tied to a familiarity with past and present trends and, therefore, opinions of newcomers are often ignored. However, what about domains that build upon new, unexplored practices? This study examines the creativity rat…
Making Connections to and From Out-of-School Experiences
This chapter surfaces examples of the ways educators, programs, and families are making connections to and from out-of-school time (OST) experiences and into other contexts in learners’ lives, including additional programs, homes, communities, and schools. Through a review, the authors test, refine, and expand a design framework for connections across settings described in connected learning scholarship and identify shared goals and outcome indic…
Lights up! Assessing standards-based performance skills in drama education
With the recent release of the National Core Arts Standards (NCAS), educators need new consistent, fair assessments of drama learning. As an initial starting point, this paper reports on the creation of the LATA Drama Performance Rubric, a standards-based assessment to measure learning occurring under real drama classroom conditions that we hope evaluators will find to be useful. A widespread group of drama instructors coordinated with researcher…
Tools and materials as non-neutral actors in STEAM education
Background This study builds on posthumanist and new materialist orientations to examine the role of material properties and the gendered identity texts of educational tools as active agents in STEM learning.Methods Over 200 youth, ages 5–15, were randomly assigned to 90-minute introductions to one of five commercial circuitry toolkits. Youth took a pre- and post-assessment; we analyzed results using quantitative tests of significance. We used an…
Seeking Language less ness
This article challenges an over‐reliance on language as the primary means to communicate knowledge by adopting a language less ness approach to maker pedagogies and maker literacies. Having conducted makerspace and design‐based research for some time, we separately and together noticed a productive relationship between wordless relational makerspace and making moments focused on craft, tools, technologies, and materials, and ways that an absence …
Sociology (17 obras) · Psychology (15 obras) · Pedagogy (14 obras) · Computer Science (12 obras) · Political science (11 obras) · Mathematics education (7 obras) · Public relations (7 obras) · Art (5 obras) · Art Education and Development (5 obras) · Engineering (5 obras)