We are delighted to announce that our WG Examining Physical Computing as a STEAM Pathway for Under-represented Learners, led by the network members Calkin, Megan, and Sara has been accepted at SIGCSE Virtual 2026 \^_^/.

We are seeking 5-7 collaborators to join us in examining how physical computing and creative making can broaden pathways into STEAM for school-level learners.

Expected Outcomes of the WG

The WG will produce i) a literature review synthesizing research on physical computing and creative making in school-level STEAM contexts; ii) a set of pedagogical guidelines to support educators in developing inclusive physical computing practices, and iii) recommendations for broadening participation, including considerations of identity, belonging and equitable access. 

Prospective Participants

We particularly welcome applications from early-career researchers, members without prior WG experience, and members from regions under-represented in SIGCSE Virtual. Prospective members should have experience in one or more of the following areas: computing education, STEAM education, maker or design-based education, physical computing pedagogy, or literature review methods. Practitioner experience in formal or informal learning settings is equally valued alongside academic research experience. Meetings will be held fortnightly via Zoom, with meeting times rotated across time zones to accommodate participation from across the global community. Members will also be expected to contribute asynchronously between meetings, with workload distributed equitably across the group.

Does it sound like a meaningful research activity to engage with? Join us! Application link: https://forms.gle/HKLwKUUHxJYHuaZC6