American Society for Engineering Education (ASEE)

Lessons Learned Creating Youth Jobs in an Afterschool Maker Space

Design-based Information Technologies Learning Experience Project for K-12 STEM Outreach

This paper presents the design of the Design-Based Information Technologies Learning Experiences (DITLE) project, a large K-12 STEM outreach project supported by the National Science Foundation (NSF). It impacts IT education among six public high schools in a metropolitan area. The designed activities of the project are presented and shared with the education research community to invoke discussion. The project is currently in its first year of a three-year grant period. The lessons and experiences learned so far are also summarized for discussion. 

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Infusing Non-Traditional Engineering Projects into Traditional Classrooms: Where Do They Fit? How are They Assessed?

The pivotal 2009 National Academy of Engineering report on engineering in K-12 education states that the presence of engineering in pre-college education is an important phenomenon because of engineering’s impact on K-12 STEM education. The NAE report then explores a number of questions about the ways in which engineering is taught in K-12 classrooms, including issues such as the curricular and instructional resources used, interaction with other STEM subjects, and teacher preparation.

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Transforming a Middle and High School Robotics Curriculum

This paper will examine a robotics curriculum that is impacting educators and youth in both formal, middle and high school classrooms as well as in a variety of informal learning environments. We have made comparisons between formal and informal learning environments in an effort to understand the varying impacts of this novel program on student learning of science concepts, their skills and abilities in applying engineering design and problem-solving, and their awareness and interest in engineering careers and the individuals who pursue these careers.

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Build IT: Building Middle and High School Students’ Understanding of Engineering, Science and IT through Underwater Robotics

Designing and building robots to perform a series of increasingly complex tasks in an underwater environment is the vehicle to engage, interest, and cultivate 36 middle and high schools inlearning engineering, science and information technology. Using LEGO components and a hands-on, team-based, iterative design process, teachers and students learn how to build robotsthat must operate underwater in a three dimensional space.

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Analysis of Middle and High School Student Learning of Science, Mathematics, and Engineering Concepts Through a Lego Underwater Robotics Design Challenge

The Build IT project is a university-school collaboration to increase precollege student interest and achievement in engineering, science, mathematics, and information technology through a novel underwater robotics project that utilizes LEGO Mindstorms kits, the NXT programmable brick, and related equipment. The project is being implemented in 36 socio-economically and academically diverse schools for students in Grades 7-12.

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