Computer Science - gaming and simulations

Discipline Group: 

Computer Science

The Essence of Computational Thinking

A decade of discourse to capture the essence of computational thinking has resulted in a broad set of skills whose teaching continue to pose challenges because of the reliance on the use of electronic computers and programming concepts. This article not only links computational thinking skills to fundamental cognitive competencies but also describes pedagogical tools that have proven effective in teaching them at early ages.

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Educational Leadership and Planning for Digital Manufacturing in Schools

Desktop manufacturing systems such as 3D printers and computer-controlled die cutters have recently become affordable in schools. Because this technology is evolving rapidly, considerable experimentation is occurring as teachers explore opportunities to enhance learning across a range of content areas. Central coordination and planning can facilitate effective use of digital manufacturing technologies in schools.

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Computing with a Community Focus: Outcomes from an App Inventor Summer Camp for Middle School Students

This paper describes the design and evaluation of a one-week App Inventor summer camp for middle school students with an explicit focus on addressing local community needs. The community focus of the camp was designed to appeal to a broad range of students. We conducted an in-depth interview study to examine its impact on students' attitudes and perceptions, and supplemented this with results from project evaluation. Our results indicate that students had positive experiences in learning and creating real apps for solving community problems.

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A Government-University-Industry Partnership and STEM CareerBuilder for the R&D of an Innovative Computer Forensics Program & an Education-Career Pathway for Girls

Project Status: 

Active
One hundred and fifty 10th-11th grade girls in the Promise Zones, Governor-designated STEM Community, and COSTEMA, Oklahoma, participate in STEM/Forensic career-building interventions (e.g. job shadowing, mentoring, internships, and research fellowships).
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Developing a Model for Expanding Informal Tech Education for Underrepresented Communities through Makerspaces

Project Status: 

Expired
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.
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3-D Fossils for K–12 Education: A Case Example Using the Giant Extinct Shark Carcharocles Megalodon

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.

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SolveMe Mobiles Video

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.

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EDC Curriculum, App Win Awards at 2015 New England Book Show

Opting in and Creating Demand: Why Young People Choose to Teach Mathematics to Each Other

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.

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Designing the Game: How a Project-Based Media Production Program Approaches STEAM Career

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.

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