Assessing the Effects of a Robotics Workshop with Draw-a-Robot Test

Publications

Our modern technological age is witnessing the pervasive impact of technology on healthcare, transportation, education, commerce, and entertainment. Thus, there is great demand for a well-prepared STEM workforce. To address this need for a tech-savvy workforce, government, corporate, and education sectors are all focused on creating and offering innovative teaching, learning, and training opportunities for students at all levels. In this vein, our team has designed and conducted a summer robotics workshop to increase the robotics knowledge and technical and entrepreneurial skills of

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Use of a Design Canvas in a Robotics Workshop and Analysis of its Efficacy (Fundamental)

Publications

Advances in science and technology are shaping every aspect of our lives including education, work, healthcare, transportation, commerce, and entertainment. This societal transformation has created an increasing demand for a workforce well-trained in science, technology, engineering and mathematics (STEM) fields and representative of societal diversity. To meet this demand, the K-12 educational environment is witnessing a growing focus on engaging and exposing all students to advance technologies. However, creating technologically rich educational environments requires preparing teachers to

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The Formation and Dynamics of Teacher Roles in a Teacher-Student Groupwork during a Robotic Project

Publications

Over the last decade, with the ever-increasing demand of STEM majors for the job market and the introduction of Next Generation Science Standards, the need for introducing and integrating engineering practices within the K-12 curriculum has risen. Accordingly, professional development (PD) programs have been seeking to prepare teachers for incorporating various engineering practices into their curriculum. Several research studies have examined the effectiveness of PD programs by evaluating teacher knowledge, self-efficacy, and student learning outcomes about engineering practices. However

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STEM Learning & Resource Center (STELAR): Supporting Engineering Education within the NSF ITEST Program

Publications

STELAR submitted the attached paper in conjunction with our participation in a poster session held for NSF-grantees at the American Society for Engineering Education (ASEE) annual conference. The paper highlights the purpose of the ITEST Program, how STELAR supports and synthesizes project findings, and provides data and information on ITEST projects focused on engineering. The National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program supports the research and development of innovative models for engaging PreK–12 students in authentic experiences

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Lessons Learned Creating Youth Jobs in an Afterschool Maker Space

Publications

Real-world problem solving through Making is a popular technique to engage youth in STEM education. Since it is often difficult to infuse Maker curriculum into students’ school schedules, this frequently occurs in after-school programs. Unfortunately, not all youth are able to participate in these enriching after-school activities due to financial pressures. Due to the lack of variety of youth jobs, findings a technical job may be difficult and youth may instead take jobs in non-technical fields such as food service or retail. These non-technical jobs take time away from Making, designing, and

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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.

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Infusing Non-Traditional Engineering Projects into Traditional Classrooms: Where Do They Fit? How are They Assessed?

Publications

The pivotal 2009 National Academy of Engineering report on engineering in K-12 education states that the presence of engineering in pre-college education is an important phenomenon because of engineering’s impact on K-12 STEM education. The NAE report then explores a number of questions about the ways in which engineering is taught in K-12 classrooms, including issues such as the curricular and instructional resources used, interaction with other STEM subjects, and teacher preparation. This paper explores these and related questions surrounding the adoption of non-traditional engineering

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Transforming a Middle and High School Robotics Curriculum

Publications

This paper will examine a robotics curriculum that is impacting educators and youth in both formal, middle and high school classrooms as well as in a variety of informal learning environments. We have made comparisons between formal and informal learning environments in an effort to understand the varying impacts of this novel program on student learning of science concepts, their skills and abilities in applying engineering design and problem-solving, and their awareness and interest in engineering careers and the individuals who pursue these careers. Data from teachers, informal educators

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Build IT: Building Middle and High School Students’ Understanding of Engineering, Science and IT through Underwater Robotics

Publications

Designing and building robots to perform a series of increasingly complex tasks in an underwater environment is the vehicle to engage, interest, and cultivate 36 middle and high schools inlearning engineering, science and information technology. Using LEGO components and a hands-on, team-based, iterative design process, teachers and students learn how to build robotsthat must operate underwater in a three dimensional space. In building their robot to perform these tasks (proceed in straight line path across a pool, negotiate a slalom course, ascend/descendin a water column, and grab/deposit a

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Analysis of Middle and High School Student Learning of Science, Mathematics, and Engineering Concepts Through a Lego Underwater Robotics Design Challenge

Publications

The Build IT project is a university-school collaboration to increase precollege student interest and achievement in engineering, science, mathematics, and information technology through a novel underwater robotics project that utilizes LEGO Mindstorms kits, the NXT programmable brick, and related equipment. The project is being implemented in 36 socio-economically and academically diverse schools for students in Grades 7-12. Through a series of increasingly complex challenges, Build IT exposes students to science, mathematics, and engineering concepts such as buoyancy, Newton’s Laws, momentum

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