Three middle/high after-school programs in Maryland will be trained to bring Makerspace thinking to their informal education programs to introduce a tech component and supported with a discovery-based maker course for their youth.
Fossils and the science of paleontology provide a charismatic gateway to integrate STEM teaching and learning. With the new Next Generation Science Standards (NGSS), as well as the exponentially increasing use of three-dimensional (3-D) printing and scanning technology, it is a particularly opportune time to integrate a wider variety of fossils and paleontology into K–12 curricula.
This video describes the SolveMe Mobiles app, which is designed to support algebraic reasoning in a fun and interactive format. These colorful puzzles help algebra and pre-algebra students as well as puzzle-lovers of all ages establish and strengthen the logic of solving equations for unknown values. Play SolveMe Mobiles at http://solveme.edc.org or learn more about the project.
Access to science, technology, engineering, and mathematics fields serves as a key entry point to economic mobility and civic enfranchisement. Such access must take seriously the intellectual power of the knowledge and practices of non-dominant youth. In our case, this has meant to shift epistemic authority in mathematics from academic institutions to young people themselves.
Numerous studies have indicated a need for a diverse workforce that is more highly educated in STEM and ICT fields, and one that is capable of responding creatively to demands for continual innovation. This paper, in response, chronicles the implementation of the Digital Pathways (DP) program, a two-time ITEST recipient and an ongoing initiative of the Bay Area Video Coalition. DP has provided low-income, underrepresented minority young people with 180 contact hours of activities in digital media production to prepare them to pursue higher education and technology careers.
This paper describes the findings of a pilot study that used robotics and game design to develop middle school students’ computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students’ pre–post self-efficacy scores on the construct of computer use declined significantly, while the constructs of videogaming and computer gaming remained unchanged.
The ACM (Association for Computing Machinery) SIGSE (Special Interest Group on Computer Science Education) welcomes colleagues from around the world to join them for the 2017 Symposium in Seattle, WA from March 8-11, 2017.
The SIGCSE Technical Symposium addresses problems common among educators working to develop, implement and/or evaluate computing programs, curricula, and courses. The symposium provides a forum for sharing new ideas for syllabi, laboratories, and other elements of teaching and pedagogy, at all levels of instruction.