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Integrating Language-Based AI Across the High School Curriculum to Create Diverse Pathways to AI-Rich Careers
2023
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2026
Artificial Intelligence (AI) is transforming numerous industries and generating enormous wealth. K-12 is the critical stage for youth to develop knowledge of and interest in AI. This project will leverage the interdisciplinarity of AI to create learning opportunities for secondary students from
NeuroVivid: Developing and Testing a Maker Experience to Build Interest in Careers in Brain-Computer Interfaces Among Neurodivergent Youth
2023
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2026
Neurodivergent youth, including those with autism and attention deficit hyperactivity disorder, possess cognitive assets that underlie core mechanisms for STEM innovation. However, neurodivergent youth often do not have access to learning environments in which they can reflect on their cognitive
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
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