Middle School Teachers' and Students' Experiences with Artificial Intelligence via Computational Cameras

Poster

ImageSTEAM is a National Science Foundation (NSF) funded program designed to help introduce AI and computer vision concepts to middle school students through the development of innovative learning activities in visual media. Our focus is on encouraging students to pursue careers and interests in STEM and empowering teachers to train the next generation of students for the upcoming AI technologies that will feature prominently in the 21st century.

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Integrating AI Machine Learning into the Teaching of Paleontology Using Fossil Shark Teeth in Middle Schools

Poster

We will collaborate with 3 annual teacher cohorts (80 teachers total) from Florida Title I middle schools to develop innovative STEM curriculum. This will be done via week-long summer PDs, scientist-teacher partnerships, periodic virtual sharing and planning meetings, and standards-based curricular instruction during the school year. Our project activities integrating fossil sharks and AI will reach at least ~2K to 4K students each year.

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The Effects of Providing Starter Projects in Open-Ended Scratch Activities

Publication
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Examples of projects using Conditional Loops

Given the importance of broadening participation in the field of computing, goals of supporting personal expression and developing a sense of belonging must live alongside the goals of conceptual knowledge and developing disciplinary expertise. Integrating opportunities for students to be creative in how they enact computing ideas plays an important role when designing curricula. We examine how student creativity, as expressed through theme and the use of costumes, backdrops, and narrative in Scratch projects, is affected by using a themed starter project. Starter projects are Scratch projects

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Urban youth and the environmental commons: rejuvenating civic engagement through civic science

Publication

Civic-science integrates science knowledge with civic practice but differs from the citizen-science prototype by reframing science as a public good and citizens as both recipients of and actors in policy. We draw from our studies of a civic-science model in which adolescents (majority African-American) collaborate with teachers and community partners to mitigate an environmental problem in their urban community. Based on students’ reflections on what they learn from these projects we have developed Environmental Commons theory, referring both to the natural resources on which life depends and

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Using Informed Design in Informal Computer Science Programs to Increase Youths’ Interest, Self-efficacy, and Perceptions of Parental Support

Publication

Our work is situated in research on Computer Science (CS) learning in informal learning environments and literature on the factors that influence girls to enter CS. In this article, we outline design choices around the creation of a summer programming camp for middle school youth. In addition, we describe a near-peer mentoring model we used that was influenced by Bandura's self-efficacy theory. The purpose of this article, apart from promoting transparency of program design, was to evaluate the effectiveness of our camp design in terms of increasing youths’ interest, self-efficacy beliefs, and

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