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Integrating Students' Interests, Identities and Ways of Knowing with Network Visualization Tools to Explore Data Literacy Concepts
2023
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2026
This project is responding to the growing recognition that youth can benefit from a wide range of data literacy skills. Network visualization is a particularly powerful and relevant approach for learners to understand. In a network visualization, people, places, and things are the nodes in a network
Building STEM Skills by Integrating Data Literacy and Text Analytics in English Language Arts
2023
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2026
Ubiquitous computing and new technologies are infusing fields that have not historically been identified as STEM-related, such as the humanities, with new tools and practices involving data. This data infusion is opening up new opportunities to use data literacy instruction to augment instruction
Social Media Co-Pilot: Enhancing Teens? Digital Literacy and Cyber Safety Education with AI-based Conversational Intervention
2023
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2026
The prevalence of cyber risks in online environments calls for digital literacy and cyber safety education to prevent and mitigate harms that can lead to serious and long-lasting consequences for teens. Artificial intelligence (AI)-based conversational agents have great potential to improve digital
Place-based Learning, STEM Identity Work and Identity Play with Storytelling Technologies
2023
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2026
As young people experience challenging climate events and become aware of their systemic nature, they may feel powerless to shape the future and uncertain about STEM-based solutions. To address these challenges, this project focuses on the potential of place-based learning, field science, and
YouthQuake: Engaging urban students in a computational geology experience to forecast earthquake hazards and manage risks for their community
2023
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2026
This project will contribute to the Earth science education community's understanding of how engaging students with computational activities and prioritizing their knowledge, personal experiences, and community values can broaden the participation of diverse students in geoscience. The YouthQuake
Creative Computing Cookbook: Grounding Artistic Computing in the Learning Sciences
2023
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2026
Artistic computing learning environments have the ability to stimulate K-12 learners' interest in STEM fields and support inclusivity in computing. This project, named Creative Computing Cookbook, investigates the co-design and implementation of instructor- and learner-facing resources to support
Minoritized Youth Computer Science Learning, Belonging and Career Interest: Coding and Creating with Beats
2023
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2025
Computer science knowledge and skills are essential in the digital world. Despite progress in the availability of computer science (CS) coursework in secondary school settings, a number of student groups remain substantially underrepresented in computing. This project aims to broaden youth
Learning from the Maui community to understand layers of trauma and trauma-informed STEM education as a tool to support processing, recovery, and healing
2023
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2025
Youth and their caregivers can play a critical role in rebuilding communities that are heavily impacted from natural disasters. Trauma informed STEM education can support youth and their communities to heal and recover during the aftermath of disasters. In this project, the Maui community and
Puffins: Exploring how narrative, data science, and artificial intelligence enhance the study of ecology in middle school
2023
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2025
The study of puffins can provide a fascinating subject area for the integrated learning of data and ecosystems. Once hunted to local extinction, puffins have made a dramatic yet fragile comeback and been re-established to historic nesting islands in mid-coast Maine. This project combines a
Collaborative Research: Exploring Theory and Design Principles (ETD): Investigating the relationships among making, wearables, curiosity, computational thinking and STEM careers
2023
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2025
This project will examine and iteratively improve the design of a youth-centered 30-hour summer school curriculum that will engage high school students in making e-textiles (i.e., wearable technologies). The research builds on an existing curriculum (STEAM-Maker) that, when piloted, showed a