350 youth (grades 2-5), 100 caregivers, 16+ librarians, and 16+ engineers participate in a library education program centered on engaging youth with age-appropriate, technology-rich STEM learning experiences fundamental to the engineering process.
Early experiences in science, technology, engineering, and math (STEM) are important for getting youth interested in STEM fields, particularly for girls. Here, we explore how an after-school robotics club can provide informal STEM experiences that inspire students to engage with STEM in the future. Human-centered robotics, with its emphasis on the social aspects of science and technology, may be especially important for bringing girls into the STEM pipeline. Using a problem-based approach, we designed two robotics challenges.
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.
2-teacher, 4-student teams from 24 high schools learn robotics and entrepreneurship in 4-week summer institutes, following which they engage 1,200 students in semester-long courses and semester-long capstone projects for NYU's Inno/Vention contest.
Survey after survey has shown a lack of women engaged in science, technology, engineering and mathematics (STEM) fields. It's an utterly human problem, but one group of eighth-grade girls recently experimented with a way to address at least one aspect of it -- with robots. The students, participating in a program funded by the National Science Foundation (NSF) called Co-Robots for CompuGirls, programmed a pair of two-foot, identical humanoid "Nao" robot avatars to help with the process of interviewing for a STEM position.