Youth Motivation and Interests in STEM

Making Educational Games That Work in The Classroom

The development of analytical skills is a central goal of the Next Generation Science Standards and foundational to subject mastery in STEM fields. Yet, significant barriers exist to students gaining such skills. Here we describe a new “gentleslope” cyberlearning strategy that gradually introduces students to the authoring of scientific simulations via a Web-based modding approach called CyberMOD.

READ MORE »

Scalable Game Design: Broadening Participation by Integrating Game Design and Science Simulation Building into Middle School Curricula

In this paper we lay out our strategy of our Scalable Game Design curriculum, which has been funded through a series of NSF (ITEST Strategy, CE21 Type II, and ITEST Scale Up) grants as well as the Google CS4HS program, and list some research questions relevant to bringing Computer Science education to middle schools.

READ MORE »

Development of the STEM College-Going Expectancy Scale for High School Students

The STEM College-Going Expectancy Scale (STEM CGES) was developed and validated in two studies conducted during 2010 and 2011. The STEM CGES is a self-report instrument measuring college-going expectancy, specifically for science, technology, engineering, and mathematics (STEM) domains. In Study 1, 95 students in an urban high school completed an 11-item online questionnaire to measure college-going expectancy in STEM domains. Exploratory factor analysis (EFA) retained 6 out of the 11 items for inclusion.

READ MORE »

The Consume-Create Spectrum: Balancing Convenience and Computational Thinking in STEM Learning

Future school science standards, such as the Next Generation Science Standards (NGSS), emphasize the integration of simulation and modeling activities in the classroom environment. The extremes of these activities have two vastly different implementations. On one hand, a teacher can have students experiment on a pre-made simulation associated with the material. On the other hand, students can use, for example, an end-user programming tool to create the simulation from scratch.

READ MORE »

Competitions inspire STEM learning through innovative project

On May 31, 14 teams of middle-school students in the San Diego area competed in the final round of a tournament that drew both family members and public audiences. Rather than a sporting event, this was an engineering challenge that called on participants to work through the process of designing, testing and redesigning wind turbines to see which team could harness the most electricity.

READ MORE »

Students explore STEM careers in Botball competitions

Battle lines were drawn inside Mission Bay High School’s gymnasium as students from San Diego County competed in the 2014 Botball Assistive Robotics Sand Diego Regional Tournament on March 29. The tasks, to have Botball students develop effective robot technologies to solve state-of-the-art problems.

READ MORE »

Weaving Computing into All Middle School Disciplines

In order to get students interested in computing, we teach middle school teachers of different disciplines programming with Alice and work with them on integrating computing into their discipline. Alice provides an interface for novices to create animations easily and quickly, which is attractive to and fun for students. We have been developing Alice curriculum materials for integrating computing into middle school disciplines for six years.

READ MORE »

Teachers look to ‘Alice’ for help

Alice is a 3D virtual worlds programming environment that offers an easy way to create animations for games and storytelling. Since 2008, Duke Professor Susan Rodger has led a two-week summer program training teachers to use Alice to help promote computer literacy among young students.

READ MORE »

Using Flowchart Programming to Create Exergames

Exergaming activities demonstrate how technology could be used as an instrument to reduce the impact of this disease. One can purchase commercial, technology-based exergames such as Nintendo Wii Fit or Xbox Kinect games; however, the authors developed a custom exergame using Phoenix Contact’s Nanoline microcontroller and nano Navigator software flowchart. The beauty of the flowcharting software is that people who have no or little programming experience can easily understand its structure.

READ MORE »

STEM program builds ties between Stanford and East Palo Alto middle school

An innovative course and afterschool mentor program bring lessons from education, design and engineering to a local school. The program complements the  charter school’s science, technology, engineering and math (STEM) offerings in a low-pressure, afterschool environment. Focusing on teaching design solutions that emphasize empathy, it has reached about 60 EPAPA students over the last three years, with some returning for a second year.

READ MORE »

Pages