Taneisha Lee

dblp:214/7965 · DBLP profile ↗
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9ranked-venue papers
0as first author
4since 2021 · last 2026
0009-0003-4838-3522ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 9 · 4 since 2021
YearPublicationVenuePosition
2026 Human-AI Interaction for Accessible CS Learning: Co-Designing AI with Blind and Visually Impaired Learners
abstract
Generative AI is increasingly used in learning environments, but most systems focus on generating responses rather than supporting interaction. This limitation is especially important for blind and visually impaired (BVI) learners, who rely on non-visual ways to navigate and understand programming tasks. We present findings from a co-design study with BVI high school students exploring expectations for AI assistants in expressive computer science learning. Participants described how AI could support accessible interaction, guide learning, and empower learner agency. We derive two design principles for inclusive AI assistants: (1) situated multimodal interaction and (2) scaffolded iterative interaction. These principles shift the focus from adapting outputs (e.g., audio) to designing interactions that support how learners navigate and engage in the CS learning context. Our work highlights the importance of interaction design in accessible AI and the value of involving BVI learners in the design of AI-powered educational technologies.
Shi Ding, Jason Smith 0005, Kevin Gautier, Stephen Garrett, Brian Magerko, Jason Freeman 0001, Bryan Pardo, Stephanie Ludi, Taneisha Lee, Tom McKlin
IDC9
2025 Using Co-Design to Investigate Affordances of an Expressive CS Learning Environment for Students who are BVI
abstract
Expressive computer science (CS) learning environments teach coding through the creation of an artifact, such as audio or video output.EarSketch is an expressive CS learning environment designed to teach computing through music production, mixing and arranging sounds using code.In this paper, we explore the accessibility challenges of using EarSketch for learners who are Blind and Visually Impaired (BVI).We present key findings from co-design studies with teachers and students at an institution specializing in BVI education, focused on gathering both groups' unique perspectives about EarSketch's ability to support teachers' curricula, students' workflows using the system with accessibility software, and challenges faced by users who are BVI.
Jason Smith 0005, Annie Chu, Noel Alben, Shi Ding, Kevin Gautier, Stephen Garrett, Brian Magerko, Jason Freeman 0001, Bryan Pardo, Stephanie Ludi, Taneisha Lee, Tom McKlin
ASSETS11
2024 Developing Computational Thinking in Middle School Music Technology Classrooms
abstract
To 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 who engage with the curriculum learn modern music production techniques and computational thinking concepts. This is through a mix of traditional approaches to music technology education (digital audio workstations) and computational approaches via a culturally relevant learning platform that introduces students to coding through music production and remixing. This poster reflects on the last two years of curriculum design and deployment, teacher training, and student and educator engagement and feedback to provide insight into the teaching (and learning) of computational thinking in the music technology classroom.
Lauren McCall, Brittney Allen, Jason Freeman 0001, Stephen Garrett, Sabrina Grossman, Jed Paz, Doug Edwards, Tom McKlin, Taneisha Lee
SIGCSE (2)9
2021 Leveraging Prior Computing and Music Experience for Situational Interest Formation
abstract
Computer 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 experiences. This study compares two CS+music platforms used by middle school students in a summer camp to understand the unique affordances of each platform at activating and building upon prior music and computing experiences. We assess interest formation through pre and post student surveys and via interviews on the final day of the camp. The findings suggest that using different approaches to CS+music platform design may help engage students with different levels of prior music and coding experience.
Tom McKlin, Lauren McCall, Taneisha Lee, Brian Magerko, Michael S. Horn, Jason Freeman 0001
SIGCSE3
2020 Cultural Clash: Exploring How Studio-Based Pedagogy Impacts Learning for Students in HCI Classrooms
abstract
A number of computing departments have adapted studio-based pedagogy for teaching Human-Computer Interaction (HCI) to help students develop creative design skills. These efforts have shown promise, however, some challenges that emerge when integrating studio-based pedagogy into computing programs have been neglected by researchers. This research focuses on these challenges in the implementation and evaluation of a studio-based approach integrated into three HCI-related courses. This study is based on 6 classes, 44 interviews with students, observations, and interviews with members of the teaching team. Findings supported many positive outcomes from previous studio-based implementations. Nevertheless, students felt the change in pedagogy frustrating and it may have hindered their creativity, motivation, and engagement. This paper highlights these conflicting narratives, comparing computing culture with studio-based pedagogy. We conclude with considerations for future implementations.
Vanessa Oguamanam, Taneisha Lee, Tom McKlin, Zane R. Cochran, Gregory D. Abowd, Betsy James DiSalvo
Conference on Designing Interactive Systems2
2019 Accounting for Pedagogical Content Knowledge in a Theory of Change Analysis
abstract
Educators 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 significantly correlates with students' computer science (CS) content knowledge acquisition while teacher CS content knowledge does not. This study analyzes systemic factors comprising the theory of change for the EarSketch learning intervention including classroom- and student-level factors that contribute to shifts in students' attitudes toward computing and ultimately to students' intentions to persist in future computing endeavors and students' CS content knowledge. We present the results of a multi-level modeling analysis and offer an exploratory approach to measuring CS PCK along with recommendations to improve the sensitivity of the method.
Tom McKlin, Taneisha Lee, Dana Linnell Wanzer, Brian Magerko, Doug Edwards, Sabrina Grossman, Emily Bryans Dobar, Jason Freeman 0001
ICER2
2019 Exploring the Correlation Between Teacher Pedagogical Content Knowledge and Content Knowledge in Computer Science Classrooms
abstract
Educators 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 Computer Science Principles teachers that demonstrate a significant correlation between teacher PCK and student content knowledge. The study describes the measures used to assess PCK, operationalizes the mechanisms for measuring teacher pedagogical content knowledge, shares the results from a multi-level modeling analysis, and identifies methodological improvements for follow-up research. The findings from this initial study show correlations of teacher PCK with student content knowledge while accounting for other teacher- and student-level variables across multiple schools.
Tom McKlin, Taneisha Lee, Dana Linnell Wanzer, Brian Magerko, Doug Edwards, Sabrina Grossman, Emily Bryans Dobar, Jason Freeman 0001
ITiCSE2
2019 Implementing EarSketch: Connecting Classroom Implementation to Student Outcomes
abstract
The 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 article uses multi-level modeling to study student-level factors within the larger context of classroom-level factors. Specifically, we analyze EarSketch, a collaborative and authentic learning tool, that introduces students to programming through music remixing, has previously been shown to increase student engagement, and increases learners' intentions to persist in computing. This article presents classroom implementation frameworks commonly used in math and science education but rarely, if ever, applied to computer science. The results from a multi-level modeling analysis show that classroom implementation correlates with students' intentions to persist in computing but may not be related to student attitudes toward computing or content knowledge acquisition. Further analysis reveals that one of the five classroom implementation factors, elaboration, emerges as the most salient. This article triangulates these results with qualitative findings from school administrators and teachers, and the article concludes by theorizing how classroom implementation frameworks may be adapted to meet the unique needs of computer science teachers, learners, researchers, evaluators, and curriculum developers.
Tom McKlin, Dana Linnell Wanzer, Taneisha Lee, Brian Magerko, Doug Edwards, Sabrina Grossman, Jason Freeman 0001
SIGCSE3
2018 Authenticity and Personal Creativity: How EarSketch Affects Student Persistence
abstract
STEAM 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 previously been shown to increase student engagement, and increases learner's intentions to persist in computing. The goal of EarSketch is to broaden participation in computing through a thickly authentic learning environment that has personal and real world relevance in both computational and music domains. This article reports a quasi-experimental study suggesting that an authentic learning environment predicts increased intentions to persist via identity/belongingness and creativity. We ran a path analysis that exposed the creativity subscales, and this analysis reveals that "sharing" is the one creativity sub-construct that predicts increased intention to persist. This work makes a significant contribution to computer science education by revealing how an authentic STEAM curriculum affects student attitudes and knowledge, by presenting scales to measure authenticity and personal creativity, and by discussing how identity/belongingness may affect student success.
Tom McKlin, Brian Magerko, Taneisha Lee, Dana Linnell Wanzer, Doug Edwards, Jason Freeman 0001
SIGCSE3