More than 700 elementary-aged children in urban emergent communities will explore how Digital Mathematics Storytelling can document, share, and showcase the rich mathematical fraction knowledge that exists within their own communities and families.
Our project will examine if the inclusion of art and design in STEAM projects does in fact improve under-served urban and rural Missouri students’ attitudes towards STEAM subjects and interests in STEM careers.
90 elementary teachers in rural, undeserved areas of Virginia are engaged in a 2-year cycle of professional development and classroom instruction to support engineering, digital technology, and systems thinking among their students.
DRIVING QUESTION: How wide is the scale of living beings that we encounter, even if we can’t see them? LEARNING GOALS: To prepare and empower students to undertake a more formal study of exponents and logarithms by creating and solving math problems involving changes on a logarithmic base-ten scale. To give students an intuitive sense and appreciation of how large changes by orders of magnitude are.
DRIVING QUESTION: If you find a fossilized skull, what clues tell you if it is a mammal or reptile? LEARNING GOALS: Learning goals are for students to collect, analyze and interpret data found in 3D printed fossil skulls. Students will be able to understand what type of information fossils can provide, including the environment where animals lived and the type of food they ate. In addition, they will have a better understanding of how much information can be found from past events regardless of size and or/time periods.
In our new curriculum unit, students explore electronic textiles (e-textiles): articles of clothing, accessories, or home furnishings with embedded electronic and computational elements. This curriculum is an alternate for Unit 6: Robotics. After conducting various studies on curriculum design, teaching strategies, student learning, and portfolio designs, this unit is ready for download and classroom implementation by ECS teachers.
Students will go outdoors to observe and document the water cycle in motion where they live. Students will also discover how they and their community impact not only the movement of water through the cycle, but also the water quality.
Advancing Geospatial Thinking and Technologies in Grades 9-12 This curricular model provides an effective and accessible way of introducing geospatial technologies to students through local issues, while providing them with the skills and motivation for pursuing STEM careers that utilize geospatial technology. Learning modules include historical geography, parks and gardens, green space, crime, housing, and youth employment.
Scratch Encore is an intermediate Scratch curriculum organized into 14 modules, of 2-3 lessons each, to be completed across multiple school years. Modules build on the skills of previous modules, so they must be completed in order. Each module utilizes Use->Modify->Create pedagogy to develop knowledge of that concept. Use->Modify lessons utilize TIPP&SEE, a new learning strategy helping students to navigate the Scratch interface while learning from example projects.