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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Spreading GIS-Infused Instruction: A Cross-Case Comparison of Two Instructional Approaches

Publication

This work is part of an ongoing partnership that seeks to create a sustainable infrastructure to support GIS-infused instruction in a large urban school district. In this paper, we report an illustrative cross-case comparison of two teachers’ approaches to infusing GIS in their courses. The goal of this analysis is to examine how GIS-infused instruction is adapted in different contexts and to consider the affordances of divergent approaches. Findings illustrate the relationships among organizational context, individual and collective context, particularly teacher identity, and instructional

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Identifying Youths’ Spheres of Influence through Participatory Design

Publication

When designing learning environments and curricula for diverse populations, it is beneficial to connect with learners’ cultural knowledge, and the related interests, they bring to the learning context. To aid in the design and development of a computing curriculum and identify these areas of personal and cultural connection, we conducted a series of participatory design sessions. The goal of these sessions was to collect ideas around ways to make the instructional materials reflect the interests and voices of the learners. In this paper, we examine how the use of participatory design

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Embedding Life Design in Future Readiness Efforts to Promote Collective Impact and Economically Sustainable Communities: Conceptual Frameworks and Case Example

Publication

This is the first of two sequential papers describing the design and first-year implementation of a collaborative participatory action research effort between Sociedad Latina, a youth serving organization in Boston, Massachusetts, and Boston University. The collaboration aimed to develop and deliver a combined STEM and career development set of lessons for middle school Latinx youth. In the first paper, life design and the U.N. Sustainable Development Goals are described in relation to the rationale and the design of the career development intervention strategy that aims to help middle school

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FanfictionNLP: A Text Processing Pipeline for Fanfiction

Publication

Fanfiction presents an opportunity as a data source for research in NLP, education, and social science. However, answering specific research questions with this data is difficult, since fanfiction contains more diverse writing styles than formal fiction. We present a text processing pipeline for fanfiction, with a focus on identifying text associated with characters. The pipeline includes modules for character identification and coreference, as well as the attribution of quotes and narration to those characters. Additionally, the pipeline contains a novel approach to character coreference that

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Computer Forensics Summer Academy & STEM CareerBuilder

Curricular Materials

The STEM CareerBuilder research and development (R&D) project aims to (1) explore what strategic government-university-industry partnerships and (2) study how technology-enriched interventions can encourage and support high school students with their pursuit of STEM education and careers. Multi-tier interventions with age-appropriate, interdisciplinary content, real-word context, and co-educational curricula include: Computer Forensics Summer Academy, mentoring, job shadowing, internships, research fellowships, and professional development. Activities Crime Scene Investigation Fingerprint

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Teaching Coding in Grades 5-8 with Scratch Encore

Curricular Materials

Overview: This course prepares learners to teach coding in grades 5-8 with the Scratch Encore curriculum and was designed to be completed over the course of 6 weeks. Each week learners are introduced to a new computer science concept and the Scratch Encore module that teaches that concept. Many coding and debugging scaffolds that have been used and refined in classrooms are introduced. Week 1: Scratch Basics Introduction to the Scratch Encore curriculum, the Scratch programming environment, and the Scratch Basics module Week 2: Events Introduction to the Events module, helpful Scratch skills

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Artifacts in Space (Grades 3-5)

Curricular Materials

Artifacts in space​ Essential Question: How can I increase students’ knowledge about astronauts of color and expose them to careers in aerospace and engineering?​ Learning Objective: Students will be able to develop listening, reading, and comprehension skills by hearing and reading stories about contemporary astronauts and make a model of a space shuttle. Lesson 1: Astronauts of Color and the Space Shuttle Lesson 2: Culturally Relevant Artifacts for Space Launch Lesson 3: Mission Mars

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