A Platform for Embodied Coding in Virtual and Augmented Reality

Poster

The increasing sophistication and availability of Augmented and Virtual Reality (AR/VR) technologies wield the potential to transform how we teach and learn computational concepts and coding. This project develops a platform for creative coding in virtual and augmented reality. The Embodied Coding Environment (ECE) is a node-based system developed in the Unity game engine. It is conceptualized as a merged digital/physical workspace where spatial representations of code, the visual outputs of the code, and user editing histories are co-located in a virtual 3D space.

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Peering a Generation into the Future: NSF's Young Scholars Program (YSP) and the nation’s STEM workforce

Poster

This project is a multiyear study of the impact of an enrichment program that the US National Science Foundation (NSF) managed in the 1990s. The Young Scholars Program (YSP) involved around 18,000 7th–12th grade students and 600 separate grants between 1989 and 1996. The purpose of YSP was to introduce high-achieving middle and secondary school students to science, technology, engineering, and mathematics (STEM) fields to encourage their entry into those fields and thus increase the size and quality of the nation’s STEM workforce.

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Developing and Testing Bilingual Curricula that Infuse Authentic Computer Programming Experiences into Middle School Mathematics for Latinx Youth

Poster

The project's central goals are threefold: (1) to provide access to meaningful bilingual computer programming and mathematics (CPM) experiences to Latinx middle school students, (2) to develop a bilingual CPM curriculum based on Python and Jupyter Notebook to provide visual representations of mathematics concepts, and 3) to prepare and work with teachers through interdisciplinary teams and action research to integrate CPM into the school curriculum. 

 

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Collaborative Research: STEM Career Connections

Poster

The goal for the STEM Career Connections project is to develop an innovative career readiness model for both in and out of school settings that will profoundly increase the knowledge of, and interest in, STEM  and computing careers for middle school youth in a rural mountain community who are often underserved in STEM fields.

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ARX21: Augmented Reality in STEM Classrooms

Poster

In this project students use augmented reality to learn science content and then create augmented reality to demonstrate their learning and understanding.  By exposing students to AR in core science courses all students take (such as biology), students typically underrepresented in STEM and computer science will increase interest and motivation to explore those career pathways.  

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Engaging Secondary Female Students in Ubiquitous Intelligence and Computing

Poster

The major objectives of the UNLV ITEST project are to: 1) enhance secondary female students’ academic self-concept in computing and engineering fields through a constructivist learning environment; 2) enhance secondary female students’ knowledge, skills, and interests in these fields; 3) increase the number of secondary female students’ participation in STEM competitions; 4) investigate the factors that influence female students’ career choices in STEM/ICT fields.

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