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Bootstrap curriculum

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Bootstrap curriculum is a curriculum which uses computer programming to teach algebra to students age 12-16. The curriculum challenges its students to create a simple video game using rigorous programming principles and mathematical concepts. The program was designed "to teach algebra by having students familiarize themselves with algebraic concepts in the context of programming their own video games."[1] Because Bootstrap introduces the goal of creating a video game from the beginning, students are expected to focus on the skills they are learning instead of why they are learning them. The curriculum has come under criticism from educators for its limited scope and failure to engage students. Despite its adoption as a component of the Code.org middle school curriculum in school districts where that curriculum has been adopted, many schools report that they have dropped the Bootstrap component due to difficulties in its implementation and its failure to realize promised outcomes.[citation needed]

Curriculum

The Bootstrap program is broken up into two modules, Bootstrap:1 and Bootstrap:2.

Bootstrap:1

Bootstrap:1 offers an introduction to the math and programming skills required to create a simple 3-character game involving a player, an obstacle and a goal.

The primary concepts covered are:

Mathematics

Programming

Bootstrap:2

In Bootstrap:2, students learn more about what makes the game they designed in Bootstrap 1 work. Using data structures, students animate their games and devise a world structure to create a more sophisticated game.

The primary concepts covered are:

Mathematics

Programming

Toolset

Bootstrap:1 is taught in the Racket programming language, and Bootstrap:2 moves students to Pyret. Both are functional languages, meaning they behave algebraically and so are well-suited to a math class. Bootstrap students primarily use cloud-based programming environments--WeScheme for Bootstrap:1 and code.pyret.org for Bootstrap:2. Teachers may download DrRacket for offline use with either language.[2]

History

Bootstrap was founded in 2006 by Emmanuel Schanzer, Kathi Fisler and Shriram Krishnamurthi [3] It began as a 10-week after-school program. After the success of the after-school program, it went on to find a place during normal teaching hours.

Reception

Since its introduction in 2006, Bootstrap has reached thousands of students across the United States.

In an analysis of the Bootstrap curriculum, Robert Lee states that "Statistical analysis revealed that students who completed the Bootstrap course gained a significantly better understanding of variables and a suggestive improvement in understanding functions."[4]

Notable partners include Code.org, Palantir, CSNYC, and ECEP.

Bootstrap has been given grants by Google [citation needed] and the National Science Foundation.[5]

References

  1. ^ Douglas Fehlen. "Emmanuel Schanzer of Bootstrap Talks to Study.com". study.com. Retrieved 2015-08-11.
  2. ^ "Bootstrap Materials". Bootstrap.org. Bootstrap. Retrieved 2015-08-11.
  3. ^ Stacey, Kevin. "Students 'bootstrap' algebra from video games". Brown.edu. Brown University. Retrieved 2015-08-11.
  4. ^ Lee, Robert. "Teaching Algebra Through Functional Programming: An Analysis of the Bootstrap Curriculum". http://scholarsarchive.byu.edu/. Brigham Young University. Retrieved 2015-08-11. {{cite web}}: External link in |website= (help)
  5. ^ "Award Abstract #1042210 BPC-DP: Deploying a Vertically-Integrated Computing Curriculum to At-Risk Students". NSF Award Search. National Science Foundation. Retrieved 2015-08-18.