VLDB 2026 Research / reviewers in the wild / expert
Jen Palmer
dblp:236/5395 · also Jennifer Palmer
· DBLP profile ↗
10ranked-venue papers
0as first author
3since 2021 · last 2024
0009-0005-8825-5626ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Harmonizing Scratch Encore: Scaffolding K-8 Teachers in Customizing Culturally Responsive Computing MaterialsabstractThe past decade has seen a growing number of culturally relevant K-8 computer science curricula. However, as teachers are the experts on their own classrooms, empowering them to customize instructional materials that draw on the cultural identities and personal experiences of their students can be a powerful strategy. Unfortunately, this process can be challenging and time-consuming. Heather Killen, Jen Palmer, David Weintrop, Diana Franklin |
SIGCSE (1) | 3 |
| 2022 | Reimagining Professional Development for K-8 CS Teachers: Evaluating a Virtual, Diffuse ModelabstractThere is a need for more K-12 computer science (CS) teachers. The need to scale teacher professional development (PD) points the CS education community towards virtual learning, and prior work shows that in-person PD with a diffuse schedule is more successful than condensed schedules. There is currently little research about virtual K-12 CS PD with a diffuse schedule. The pandemic served as a forced opportunity to explore the design and implementation of a diffuse-scheduled virtual PD for two small, equally-sized cohorts of middle school (grades 5-8) teachers; one from a metropolitan school district and another from across the United States. Jennifer Tsan, Merijke Coenraad, Zachary Crenshaw, Jen Palmer, Donna Eatinger, Kristan Beck, David Weintrop, Diana Franklin |
SIGCSE (1) | 4 |
| 2021 | The Effects of Providing Starter Projects in Open-Ended Scratch ActivitiesabstractGiven the importance of broadening participation in the field of computing, goals of supporting personal expression and developing a sense of belonging must live alongside the goals of conceptual knowledge and developing disciplinary expertise. Integrating opportunities for students to be creative in how they enact computing ideas plays an important role when designing curricula. We examine how student creativity, as expressed through theme and the use of costumes, backdrops, and narrative in Scratch projects, is affected by using a themed starter project. Starter projects are Scratch projects that include a set of sprites and backdrops aligned to a theme (e.g. baseball), but no code. Using within-group and between-group comparisons, we establish a baseline of what students do when they are given a starter project and explore how their projects differ in the absence of a starter project. This work contributes to our understanding of the impacts of structured elements within open-ended learning tasks and how we can design computer science learning experiences for students that promote opportunities for self-expression while engaging them in computing. Merijke Coenraad, Jen Palmer, David Weintrop, Donna Eatinger, Zachary Crenshaw, Diana Franklin |
SIGCSE | 2 |
| 2020 | An Analysis of Use-Modify-Create Pedagogical Approach's Success in Balancing Structure and Student AgencyabstractAs computer science instruction gets offered to more young learners, transitioning from elective to requirement, it is important to explore the relationship between pedagogical approach and student behavior. While different pedagogical approaches have particular motivations and intended goals, little is known about to what degree they satisfy those goals. Diana Franklin, Merijke Coenraad, Jen Palmer, Donna Eatinger, Anna Zipp, Marco Anaya, Max White, Ozan Gökdemir, David Weintrop |
ICER | 3 |
| 2020 | Exploring Quantum Reversibility with Young LearnersabstractQuantum computing is poised to revolutionize some critical intractable computing problems; but to fully take advantage of this computation, computer scientists will need to learn to program in a new way, with new constraints. The challenge in developing a quantum computing curriculum for younger learners is that two dominant approaches, teaching via the underlying quantum physical phenomenon or the mathematical operations that emerge from those phenomenon, require extensive technical knowledge. Our goal is to extract some of the essential insights in the principles of quantum computing and present them in contexts that a broad audience can understand. Diana Franklin, Jen Palmer, Woorin Jang, Elizabeth M. Lehman, Jasmine Marckwordt, Randall Landsberg, Alexandria Muller, Danielle Harlow |
ICER | 2 |
| 2020 | Initial Learning Trajectories for K-12 Quantum ComputingabstractAs quantum computation (QC) comes closer to reality, questions arise as to what elements to teach, how to teach it, and to what depth. QC instruction typically depends heavily on advanced math and/or physics. Our interdisciplinary science / computer science / education team co-created quantum computing (QC) learning trajectories (LT), zines, and activities, for young learners. We present the LT's (Superposition, Quantum State, Entanglement, Measurement, and Reversibility) and the iterative process that created them. Diana Franklin, Jen Palmer, Randall Landsberg, Jasmine Marckwordt, Alexandria Muller, Kartik Singhal 0002, Jean Salac, Danielle Harlow |
SIGCSE | 2 |
| 2020 | Scratch Encore: The Design and Pilot of a Culturally-Relevant Intermediate Scratch CurriculumabstractWhile several introductory computer science curricula exist for children in K-8, there are few options that go beyond sequence, loops, and basic conditionals. The goal of this project is to not only fill this gap with a high-quality curriculum supported by complete instructional materials, but to also do so with an equity-balanced curriculum. That is, a curriculum that values advancing equity equally with student learning outcomes. In this paper, we introduce barriers to equity in public school classrooms, pedagogical approaches to culturally-relevant curricula, and how our Scratch Encore curriculum is designed to support equity-balanced learning. Finally, we present results of our pilot year, including early evidence of students taking advantage of the culturally-relevant design aspects. Diana Franklin, David Weintrop, Jen Palmer, Merijke Coenraad, Melissa Cobian, Kristan Beck, Andrew Rasmussen, Susan Krause, Max White, Marco Anaya, Zachary Crenshaw |
SIGCSE | 3 |
| 2020 | The Teacher Accessibility, Equity, and Content (TEC) Rubric for Evaluating Computing CurriculaabstractIn response to the growing call to bring the powerful ideas of computer science to all learners, education decision makers, including teachers and administrators, are tasked with making consequential decisions on what curricula to use. Often, these decision makers have not been trained in computer science and are unfamiliar with the concepts taught and tools used. This is especially true in K–12 contexts where computer science expertise is less prevalent. To aid in the decision-making process around computing curricula, this article introduces the TEC Rubric. The TEC Rubric is composed of three main categories: Teacher Accessibility, Equity, and Content designed to support educational decision makers and designers when it comes to computing instruction. Along with presenting the full rubric and the process used in its creation, this article describes two examples of the rubric in action. First, the TEC Rubric is used to evaluate two widespread computer science curricula to demonstrate its evaluative capacity highlighting differences between the two curricula. Second, we show how the TEC Rubric can be used to help inform the design of new K–12 computing curricula. Overall, the TEC Rubric is designed to serve as a useful resource in the ongoing quest to bring effective, equitable, and engaging computing instruction into schools around the world. David Weintrop, Merijke Coenraad, Jen Palmer, Diana Franklin |
ACM Trans. Comput. Educ. | 3 |
| 2019 | Enacting Identities: Participatory Design as a Context for Youth to Reflect, Project, and Apply their Emerging IdentitiesabstractParticipatory design is an essential design strategy for creating artifacts and experiences that reflect the voices of the population being designed for and with. The participatory design process can serve not only to research resulting artifacts but also as an empowering activity for those who participate. This paper explores how participatory design can serve as a context for young participants to enact and voice their emerging identities and reveals how different participatory design activities have unique affordances for supporting this identity enactment. Focusing on a group of 12 and 13-year-old African American girls, this paper presents a case study showing how participatory design activities served as venues for the girls to reflect characteristics of their current identities, project future identities, and apply aspects of their identities to shape materials for others. In doing so, we contribute a case study showing how participatory design allows participants to enact their identities, helping researchers gain insight into characteristics of those they are designing with and for. This paper advances our understanding of participatory design as a design approach for youth, especially as it relates to issues of broadening participation, identity, and equity. Merijke Coenraad, Jen Palmer, Diana Franklin, David Weintrop |
IDC | 2 |
| 2019 | Utilizing Participatory Design to Develop a Culturally Relevant Computer Science CurriculumabstractThe underrepresentation of women and minorities in the field of computer science is well documented. Due to this lack of representation, efforts to broaden participation in computing abound. One manner with which to do this is through the development of culturally relevant curricula. Education literature encourages the use of culturally relevant techniques and topics to teach school content through the knowledge of diverse groups as well as teach about culturally diverse populations. In addition, partnering with the students who will learn with the curriculum is encouraged in order to co-develop ideas and learn more about students' interests and experiences. This poster describes the outcomes from a series of participatory design sessions with a diverse group of stakeholders (students, teachers, parents, and administrators) to design an intermediate computing curriculum for 5th - 7th grade students. Specifically, we examine the topics developed by the participants that are being utilized as themes for curricular units. Preliminary analysis shows that participants of all ages brainstormed and utilized themes related to both cultural heritage and contemporary culture, but more focus was placed on youth culture and pop culture topics. The poster will describe the design methods used during the participatory design sessions as well as the themes developed and an overall analysis of the categories from which the themes are drawn. Merijke Coenraad, Jen Palmer, Diana Franklin, David Weintrop |
SIGCSE | 2 |