MTED 3050 · CS 3892 / 5892 · Fall 2026

Designing Computing
for Learning

A project studio. Mixed teams of CS and Peabody Education students spend fourteen Wednesdays building a computational tool that aims at a real learning goal — and then put it in front of people.

Meets
Wednesdays, 4:00–7:00 PM
Term
Aug 26 – Dec 9, 2026
Room
FGH 132
Instructors
Vishesh Kumar & Yu Huang

What the course is

Most educational software is built by people who understand code, or people who understand learning. Rarely both.

This course puts the two in one room and asks them to ship something together. You keep your own major — CS students enroll through Engineering, Education students through Peabody — and you work in a mixed team all term.

What counts as “computing for learning”

One

A learner

A specific person, with existing knowledge, motivation, and limits.

Two

A learning goal

Something they should come to understand or be able to do.

Three

A computational medium

Software that changes what that learner can do, see, or notice.

The test: a grade book is educational software, but it is not computing for learning — nobody learns anything by using it. Ask what your tool changes inside the learner. A game, a microworld, a practice-and-feedback tool, an explorable explanation, a teacher-facing tool, a making-and-sharing platform: all fair game.

Who you will be working with

People

Instructor · Learning sciences

Vishesh Kumar

Constructionism and design for learning; beginner computing environments.

Instructor · Computer science

Yu Huang

Human-centered AI for software engineering; requirements, design patterns, Agile, and AI-assisted development.

Teaching assistant · PhD candidate, CS

Zihan Fang

How novices read and understand code, studied with eye-tracking; accessibility in programming; open source for social good.

Fourteen Wednesdays

Schedule

Each bar shows how that evening is split. Anything you have to hand in is flagged in red. Open “session detail” for the session plan and the in-class exchange.

  • Lecture
  • Team studio
  • Pitch or demo
  • 01

    Aug 26

    Course intro & inspiration tour

    Vishesh + Yu

    Complete by Fri, Sep 4 · 11:59 PMOpen the pre-course survey — it covers the skills and interest inventory too. Also bring a light reflection: two or three tools or studies from tonight that sparked an idea.

    You are expected to finish this reading before the Sep 2 session.

    Session detail
    Session plan
    Course vision and motivation: computational tools for education. Why interdisciplinary CS + Education teams. Syllabus, policies, AI policy. Overview of the two-phase project and showcase structure. Inspiration tour: a sampler of education research and computational learning tools to widen the solution space.
  • 02

    Sep 2

    Learning theory intro + ideation workshop

    Vishesh + Yu

    Submit by Sun, Sep 6 · 11:59 PMOne file to Brightspace listing every team member: name, VUID, email, and CS or EDU. Only one person per team needs to upload it — if several of you do, no harm done. Tentative only; you can still adjust the roster next week.

    You were expected to finish this before tonight — the discussion assumes it.

    Session detail
    Session plan
    Opens with a short learning-theory intro (constructionism; how people learn by making) to frame the design task. Then deliberate-practice ideation in three moves: work alone to form a concrete project idea; share round-robin so every idea surfaces; open conversation so you learn each other's ideas and names. Teams form around shared ideas at the end of class. Formation is tentative at this stage: the add/drop deadline is Friday Sep 4, so rosters only settle just before. Submit your proposed team by Sunday Sep 6.
  • 03

    Sep 9

    Learning theory in depth

    Vishesh

    Teams lock tonight — final adjustmentFinal team roster confirmed at the end of class. Studio worksheet: map design idea to learning principles.

    Session detail
    Session plan
    Teams are finalised at the end of class — the last chance to adjust, now that add/drop has closed. Lecture: a deeper dive into constructionism and theories of learning (Papert); epistemological pluralism and diverse styles of building and expression; design-for-learning principles. Studio: teams apply the principles to their emerging idea, guided by a worksheet.
    Connect & compare
    Guess the learning theory. Each team designs one feature, describes it to a partner team, and the partner team names the learning theory or principle they think it reflects.
  • 04

    Sep 16

    Requirements, design patterns & Agile

    YuLive vibe coding demo

    Submit this weekStudio worksheet: requirements + feature list + first sprint plan.

    Session detail
    Session plan
    Merged software-engineering session. Lecture: requirements engineering (eliciting needs, user stories, scoping a feature set from a learning goal), software design patterns for structuring the tool, and Agile development (tasks, sprints, iterating on a prototype). Includes a short live vibe coding demo — building something small with AI in front of you, mistakes and all — with AI as the medium rather than the topic. Studio: teams draft requirements, structure, and a first sprint plan.
    Connect & compare
    Must have / nice to have / why? Each team shares four to six possible features. The partner team sorts them into must have, nice to have, and remove. Teams compare against their own prioritisation.
  • 05

    Sep 23

    Scratch & beginner computing modalities

    Vishesh

    Submit this weekStudio worksheet: how the tool engages the target learner.

    Session detail
    Session plan
    Lecture: Scratch and beginner-friendly computing modalities such as MakeCode; strengths and limits of platforms for learning and self-expression across contexts. Studio: hands-on exploration tied to each team's target learners.
    Connect & compare
    Design for this learner. Each team describes its target learner and one planned interaction. The partner team considers it from that learner's perspective and suggests one way to make the interaction easier to understand, use, or engage with.
  • 06

    Sep 30

    Studio 1 — converge and stress-test

    Vishesh + Yu

    Submit this weekStudio worksheet: Phase 1 design idea near-complete (draft); feasibility spike attempted, with findings recorded.

    Session detail
    Session plan
    Full-session team studio with instructor and peer consults at the table. Teams converge on a complete design idea ahead of the Phase 1 pitch. Feasibility spike: each team builds the riskiest ~10% of the idea — the one interaction or technical piece they are least sure of — before pitching it. A paper prototype, a throwaway script, or a clickable mock all count; the point is to reality-test the core before committing to it.
    Connect & compare
    What could go wrong? Each team explains the riskiest assumption in its idea. The partner team generates possible failure cases and one quick way to test the assumption.
  • 07

    Oct 7

    Phase 1 showcase — design pitches

    All teams

    Graded milestonePhase 1 design pitch + runnable artifact. Peer and instructor feedback collected.

    Session detail
    Session plan
    Phase 1 milestone. Every team gives a short design pitch — idea, target learner, learning goal, activity, planned implementation — and shows a runnable artifact rather than slides alone: a working fragment, a hacky demo, or a clickable prototype of the core interaction. Structured whole-class feedback after each pitch.
  • 08

    Oct 14

    Studio 2 — feedback & pivot

    Vishesh

    Submit this weekStudio worksheet: Phase 2 revised design + build plan.

    Session detail
    Session plan
    Phase 2 begins. Full-session team studio: teams integrate Phase 1 feedback, revise or substantially pivot their design, and push implementation forward. Instructor checkpoint with each team.
    Connect & compare
    Keep / change / pivot. Each team shares one important piece of Phase 1 feedback. The partner team picks one of the three responses and works through a concrete next step.
  • Oct 21

    No class — Fall Break begins Oct 22

  • 09

    Oct 28

    Evaluating education tools

    Vishesh (tentative)

    Submit this weekStudio worksheet: evaluation / demo plan.

    Session detail
    Session plan
    Lecture: evaluation methods for education tools — assessing learning and usability, and gathering evidence that the tool works. Studio: teams plan their own evaluation and demo.
    Connect & compare
    Evaluate my tool. Each team introduces its tool and intended learning goal. The partner team applies the evaluation methods from class to propose ways to assess learning effectiveness and usability.
  • 10

    Nov 4

    Studio 3 — build

    Vishesh + Yu

    Submit this weekStudio worksheet: working prototype checkpoint.

    Session detail
    Session plan
    Full-session team studio: teams implement and refine core features, with instructor and peer consults at the table.
    Connect & compare
    Try my tool. Each team lets a partner team try one core interaction with minimal explanation. The partner team notes confusing steps, unexpected behaviour, and usability issues.
  • 11

    Nov 11

    Studio 4 — build

    Vishesh

    Submit this weekStudio worksheet: feature-complete checkpoint.

    Session detail
    Session plan
    Full-session team studio: continued implementation and integration. Instructor checkpoint with each team.
    Connect & compare
    Steal one good idea. Explore another team's project and identify one idea, AI workflow, interface pattern, or technical approach you could adapt to your own.
  • 12

    Nov 18

    Studio 5 — pre-demo build

    Vishesh + Yu

    Submit this weekStudio worksheet: demo-ready build + presentation prepared.

    Session detail
    Session plan
    Final build session before demos. Teams finalise features, prepare their demo and table setup, and rehearse. Instructor checkpoint with each team.
    Connect & compare
    Final check. Each team lets a partner team try its near-final tool and demo flow. The partner team gives feedback on what works, what could improve, and one concrete way to strengthen the final presentation.
  • Nov 25

    No class — Thanksgiving Break, Nov 21–29

  • 13

    Dec 2

    Phase 2 demos — first half of teams

    First half of teams

    Graded milestonePhase 2 demo, first half. Peer grading sheet completed in class.

    Session detail
    Session plan
    Phase 2 demos. The first half of teams each present, then host a table demo. The rest of the class circulates as a summit: try the tools, ask questions, give feedback, and complete peer grading.
  • 14

    Dec 9

    Phase 2 demos — second half of teams

    Second half of teams

    Graded milestonePhase 2 demo, second half. Peer grading in class, and final project deliverables due.

    Session detail
    Session plan
    Same summit format. The remaining teams present and host table demos; the rest of the class circulates, gives feedback, and completes peer grading.

Tentative and subject to change. Week 9 is a flexible placeholder. Where one instructor is named, the other need not attend.

Two phases

The project

Phase 1 · Weeks 1–7

Design idea and pitch

Find a learner, a learning goal, and a design worth building. In the Week 6 studio you build the riskiest ~10% of the idea first — a feasibility spike — so the pitch rests on something you have actually tested.

At the Oct 7 pitch you show a runnable artifact, however rough: a working fragment, a hacky demo, or a clickable prototype of the core interaction. Slides alone will not pass.

Phase 2 · Weeks 8–14

Build and demo

Integrate the Phase 1 feedback — keep, change, or pivot — then build across five studio sessions and plan how you will know whether it works.

Demo nights are a summit. Half the teams present each evening, then host a table. Everyone else circulates, tries the tools, gives feedback, and completes peer grading.

How you are assessed

Grading

  • 40% Final demo + project deliverables
  • 25% Phase 1 design pitch + runnable artifact
  • 15% Participation + peer grading
  • 10% Studio worksheets (submitted by team)
  • 10% Team contribution (graded by your teammates)

The pitch and the demo are 65% of your grade

Both are scored half by your peers and half by the instructors and TA, using the same criteria on the same sheets.

Inside the peer half: every peer scores you, then the highest and lowest scores are dropped and the rest averaged.

413 544 3 3.6

One harsh review or one friend cannot move your grade. Everything in between counts.

The rules

Policies

Attendance

Studio time cannot be made up alone

Half of most sessions is your team working together. If you have to miss, tell your team and us in advance.

Teams

Proposed in Week 2, locked in Week 3

You submit a tentative team by Sunday Sep 6 and make final adjustments by the end of Week 3, after add/drop closes. After that they are fixed. If a teammate disappears, we cannot do their work for you — but team contribution is 10% of the grade and your own teammates assign it. Tell us early anyway: we cannot add hours to your week, but we can help you cut scope.

Deadlines

Worksheets are due the night of class

They leave the room with a decision written on them. Hand them in during class or upload them to Brightspace. Milestone dates are fixed.

Scope

Small and working beats large and broken

We would rather see a modest tool a stranger can use than an ambitious one that does not run on demo night.

AI policy

Use it. Then tell us how.

We are not merely allowing AI — we are asking you to use it. Build with it: scaffold, debug, refactor, generate. Think with it: argue about your learner, ask it to attack your design, then make the call yourself. Week 4 includes live AI-assisted demos.

Disclosure is the rule, not permission. Every studio worksheet has an AI-use section: what you used it for, what you kept, what you rejected, and what you had to verify. That reasoning is the graded part. Undisclosed use is the violation — not use itself.

“If AI could obviously have helped and you refused to use it on principle, I will be a little heartbroken.” — Yu