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

Publications

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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Applications of 3D Paleontological Data at the Florida Museum of Natural History

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The past decade has seen an exponential increase of innovative applications of 3D technology in the geosciences. Here, we present a case study from the Florida Museum of Natural History applied to the multidisciplinary field of paleontology. We have deployed 3D scanning and printing techniques for the purposes of scientific research, formal education, and informal outreach. Depending on the application of the 3D file, different techniques are utilized to create high-fidelity models of physical fossil specimens or geologic field sites. These techniques include X-ray CT scans, surface scans, and

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3DnST: A Framework Towards Understanding Children’s Interaction with Tinkercad and Enhancing Spatial Thinking Skills

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With the proliferation of 3D printing technologies in schools and makerspaces, there is a need for teaching 3D modeling to students. Learning 3D modeling enhances spatial thinking skills, an essential skill for success in STEM. Creating 3D models requires students to have a deep understanding of 3D space, including rotating and scaling. In this study, we propose a framework developed through video-coding from analyzing screen recordings of middle-school students’ usage of a 3D modeling tool - Tinkercad. The proposed framework focuses on identifying challenges students encounter during 3D

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

Publications

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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Thinking and Drinking Critically: A Unit on New York City’s Water Quality

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The Flint, Michigan water crisis drew national attention to the effects of unsafe drinking water and issues of equity and social justice. It also opened up opportunities for engaging in socio-scientific issues in the science classroom (Ewing and Sadler 2020). Students consume hundreds of gallons of water daily, but do they know where their drinking water comes from and if it’s always safe to drink? A three-dimensional unit designed for upper elementary students (in this case, fourth graders) helps students answer these questions. Students follow the incredible journey of New York City’s water

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Making Mathematics Relevant: an Examination of Student Interest in Mathematics, Interest in STEM Careers, and Perceived Relevance

Publications

Community college students face difculties in mathematics courses and may not understand the relevance of the topics they are learning to their intended career. When such connections are not made, mathematics courses can become barriers to pursuit of careers in Science, Technology, Engineering, and Mathematics (STEM). In the present study, we assessed student interest in mathematics and various STEM career areas and students’ knowledge of ways mathematics was involved in STEM careers in order to better understand how these variables are related. We discovered that interest in mathematics

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Making Mathematics Relevant: an Examination of Student Interest in Mathematics, Interest in STEM Careers, and Perceived Relevance

Publications

Community college students face difculties in mathematics courses and may not understand the relevance of the topics they are learning to their intended career. When such connections are not made, mathematics courses can become barriers to pursuit of careers in Science, Technology, Engineering, and Mathematics (STEM). In the present study, we assessed student interest in mathematics and various STEM career areas and students’ knowledge of ways mathematics was involved in STEM careers in order to better understand how these variables are related. We discovered that interest in mathematics

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Mapping Students’ Engineering Processes with Design Zones

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The engineering design process (EDP) can be a wonderful tool to nurture creative problem-solving abilities, prepare students to tackle problems with intentional planning, and encourage learning from failures. Many lesson plans and instructional strategies are guided by the EDP (Hill Cunningham, Mott, and Hunt 2018). Visual representations of the EDP often show a set of actions arranged in a cycle. For example, many of you are probably familiar with the Engineering is Elementary graphical aid that shows five labeled steps, “Ask, imagine, plan, create, improve” (Museum of Science, Boston 2020)

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Removing the Walls Around Visual Educational Programming Environments

Publications

Many block-based programming environments have proven to be effective at engaging novices in learning programming. However, most restrict access to the outside world, limiting learners to commands and computing resources built in to the environment. Some allow learners to drag and drop files, connect to sensors and robots locally or issue HTTP requests. But in a world where most of the applications in our daily lives are distributed (i.e., their functionality depends on communicating with other programs or accessing resources and data on the internet), the lack of support for beginners to

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Identifying Youths’ Spheres of Influence through Participatory Design

Publications

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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