Engineering - robotics

Discipline Group: 

Engineering

Marine Technology for Teachers and Students (MaTTS) ITEST Project Webinar Series

The Marine Technology for Teachers and Students (MaTTS) Project invites you to participate in its upcoming webinar series. This series of three webinars will focus on how to incorporate marine technology builds, ocean exploration expeditions, and live content into your classroom curriculum. 

Unlimited slots left.
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Project BUILD (Building Using an Interactive Learning Design)

Project Status: 

Active
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.
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RobotMoose

This project is designed to give you a unique experience of developing robots to interact with humans in their daily lives.

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Dragons, Ladybugs, and Softballs: Girls’ STEM Engagement with Human-Centered Robotics

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.

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Using Robotics and Game Design to Enhance Children’s Self-Efficacy, STEM Attitudes, and Computational Thinking Skills

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.

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2017 NSF STEM for All Video Showcase: Research & Design for Impact

We invite you to present at the third interactive, online video showcase event, which will take place on May 15th - 22nd 2017

2017 NSF STEM for All Video Showcase: Research & Design for Impact. Share your cutting edge work by creating a 3-minute video and then discussing it with your colleagues, stakeholders and the public during a week-long interactive event.

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ASTE 2017 International Meeting

The Association for Science Teacher Education (ASTE) will be holding their 2017 International Meeting from January 12-14, 2017 in Des Moines, IA.

For information about registering please visit the following link: http://theaste.org/join-aste/

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Promoting Robotic Design and Entrepreneurship Experiences among Students and Teachers

Project Status: 

Active
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.
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2015 MATE post-competition surveys

This pdf contains the following 2015 survey instruments:

- Student

- Instructor

- Judge/Volunteer

- Parent

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Bringing programming -- and social change -- to girls: 'Co-Robots for CompuGirls' gets students to think about how robots can address human problems

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.

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