You Can Take it With You: Empowering Learners Across Contexts

Publications

A central way in which FUSE provides powerful learning affordances is by breaking down the silos of A key way in which FUSE provides powerful learning affordances is by breaking down the silos of traditional STEM disciplines, and engaging learners in more authentic, interdisciplinary, and personally meaningful experimentation ICLS 2016 Proceedings 1029 © ISLS and making (e.g., Dewey, 1897; Resnick et al., 2009). Consequently, FUSE activities have the potential to not only motivate students to engage in future STEM learning, but also to provide them with a toolkit of knowledge and practices to

Read More

Learner Choice and the Emergence of Diverse Learning Arrangements in FUSE

Publications

This paper explores how FUSE Studios are organized, describing key design elements, the ways these differ from a traditional classroom model, and the types of diverse learning arrangements that emerge. Data in this paper was primarily collected from five classrooms in the 2013-14 school year and the analysis was refined through discussions within the research team about ongoing data collection during the 2014-15 (one classroom) and 2015- 16 (seven classrooms) school years. [See pages 1025-1032]

Read More

Developing and Recognizing Relative Expertise in FUSE

Publications

Traditional methods of STEM education position the child as a novice and create narrow opportunities for children to demonstrate and constructively utilize their developing skills, related interests and capabilities, perhaps even inadvertently suppressing them (Stevens, 2000; Bevan, Bell, Stevens, & Razfar, 2012; Barron, 2006). Researchers have explored expertise in terms of domain mastery (Ericsson, Krampe, & Tesch-Romer, 1993), developed models for how novices become domain experts (Alexander, 2003), and discussed pathways along which students move in developing science expertise (Schwarz et

Read More

Utilizing Wearable Technologies as a Pathway to STEM

Publications

The purpose of this paper is to report the findings of a pilot study that utilized a wearable technologies intervention as a way to increase attitudes towards science, technology, engineering and mathematics (STEM) content areas for students in grades 4 to 6. The study utilized a previously developed attitudinal instrument that examined eight constructs around motivation, self-efficacy and learning strategies. The findings indicate that wearable technologies may indeed increase STEM attitudes and could particularly be a viable way to increase participation in STEM for females.

Read More

Design-based Information Technologies Learning Experience Project for K-12 STEM Outreach

Publications

This paper presents the design of the Design-Based Information Technologies Learning Experiences (DITLE) project, a large K-12 STEM outreach project supported by the National Science Foundation (NSF). It impacts IT education among six public high schools in a metropolitan area. The designed activities of the project are presented and shared with the education research community to invoke discussion. The project is currently in its first year of a three-year grant period. The lessons and experiences learned so far are also summarized for discussion.

Read More

Schools as Part of Smart and Connected Communities, presentation materials from the Next Generation STEM Learning for All Forum

Publications

Within the context of NSF’s Dear Colleague letter that encourages innovative proposals for developing Smart and Connected Communities, speakers at the NSF-supported Next Generation STEM Learning for All Forum in November described how their work connects STEM learning with communities in need, how their work could shape schools of the future, and how to involve key systems and stakeholders in the development of these communities. View these presentation materials on the Forum website.

Read More

Making Educational Games That Work in The Classroom

Publications

The development of analytical skills is a central goal of the Next Generation Science Standards and foundational to subject mastery in STEM fields. Yet, significant barriers exist to students gaining such skills. Here we describe a new “gentleslope” cyberlearning strategy that gradually introduces students to the authoring of scientific simulations via a Web-based modding approach called CyberMOD. Modding involves adding agents with predefined functionality to a simulation world to produce a unique combination whose behavior can then be visualized by running the simulation. This permits low

Read More

Conversational Programming: Exploring Interactive Program Analysis

Publications

Our powerful computers help very little in debugging the program we have so we can change it into the program we want. We introduce Conversational Programming as a way to harness our computing power to inspect program meaning through a combination of partial program execution and semantic program annotation. A programmer in our approach interactively selects highly autonomous “agents” in a program world as conversation topics and then changes the world to explore the potential behaviors of a selected agent in different scenarios. In this way, the programmer proactively knows how their code

Read More

Early Validation of Computational Thinking Pattern Analysis

Publications

End-user game design affords teachers a unique opportunity to integrate computational thinking concepts into their classrooms. However, it is not always apparent in game and simulation projects what computational thinking-related skills students have acquired. Computational Thinking Pattern Analysis (CTPA) enables teachers to visualize which of nine specific skills students have mastered in game design that can then be used to create simulations. CTPA has the potential to automatically recognize and calculate student computational thinking skills, as well as to map students’ computational

Read More