Resources

Resources included in these libraries were submitted by ITEST projects or STELAR and are relevant to the work of the NSF ITEST Program. PDFs and/or URLs to the original resource are included in the resource description whenever possible. In some cases, full text publications are located behind publishers’ paywalls and a fee or membership to the third party site may be required for access. Permission for use must be requested through the publisher or author listed in each entry.

Body

Resources included in these libraries were submitted by ITEST projects or STELAR and are relevant to the work of the NSF ITEST Program. PDFs and/or URLs to the original resource are included in the resource description whenever possible. In some cases, full text publications are located behind publishers’ paywalls and a fee or membership to the third party site may be required for access. Permission for use must be requested through the publisher or author listed in each entry.

191 - 200 of 543

Teaching Image and Video Processing Using Middle-School Mathematics and the Raspberry Pi

Publication

In this paper, we summarize some of the lessons learned from the Advancing Out-of-School Learning in Mathematics and Engineering (AOLME) project. The AOLME project uses an integrated curriculum that relies on the use of basic concepts from middle-school mathematics to teach the foundations of image and video representations. The middle-school students, mostly from underrepresented groups, learn how to program their own video representations using Python libraries running on the Raspberry Pi. Overall, we have found that the students enjoy participating in the project.

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STEMStarter: A High School Capstone Course to Create STEM Career Pathways

Publication

High school capstone courses—culminating educational experiences for seniors as they conclude their formal high school education—have become increasingly popular across the nation, particularly in New England. The STEMStarter Capstone was designed to help Connecticut high schools meet new accreditation standards from the New England Association of Schools and Colleges (NEASC) and graduation requirements that include a mastery-based learning project. Standard 2 of the NEASC 2020 Standards (2018) for school accreditation states: “Students are active learners and have the opportunity to lead

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Learner Attributes and Technology-Enriched Environments Associated with Positive Climate Change Attitudes and Energy and Environmental Science Knowledge in Middle School Students

Publication

Pre-post data from 764 treatment and 553 comparison middle school students from nine US states were analyzed to examine STEM-related attitudes and dispositions aligning with climate change beliefs and intentions, and acquisition of energy and environmental science content knowledge. Findings were that at least seven non-cognitive variables contribute between eight and fifteen percent of the beliefs, intentions, and knowledge acquisitions of interest in this study, in linear combinations of subsets of the variables. Implications of these findings for promoting interest in STEM are discussed

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Using Robotics and Game Design to Promote Pathways to STEM

Publication

This research report presents the results of a STEM summer program on robotics and game design. The program was part of a three-year study funded by the National Science Foundation. Children in grades four through six participated in a two-week summer camp in 2015 to learn STEM by engaging in LEGO® EV3 robotics and computer-based games using Scalable Game Design. Twenty-eight students participated in the study that took place in a small urban community in the Rocky Mountain West. This paper reports on the results of this part of the study, specifically, how children’s computational thinking

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Developing Teachers' Computational Thinking Beliefs and Engineering Practices Through Game Design and Robotics

Publication

This research report presents the final year results of a three-year research project on computational thinking (CT). The project, funded by the National Science Foundation, involved training teachers in grades four through six to implement Scalable Game Design and LEGO® EV3 robotics during afterschool clubs. Thirty teachers and 531 students took part in the Year-3 study that blended game design and robotics. Eight of these teachers and 98 students participated in a large urban city in Pennsylvania, while the remaining 22 teachers and 433 students participated in rural Wyoming. This paper

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Youth’s Engagement as Scientists and Engineers in an Afterschool Making and Tinkering Program

Publication

Making and tinkering is currently gaining traction as an interdisciplinary approach to education. However, little is known about how these activities and explorations in formal and informal learning spaces address the content and skills common to professionals across science, technology, engineering, and mathematics. As such, the purpose of this qualitative study was to examine how youth were engaged in the eight science and engineering practice outlined within the US Next Generation Science Standards within an informal learnin environment utilizing principles of tinkering within the daily

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Shifting Expectations: Understanding Youth Employees’ Handoffs in a 3D Print Shop

Publication

As digital fabrication technology has become mainstream, the increased demand for 3D printed objects has created a new market for professional outsourcing. Given that most of this work does not require advanced training, and is an appropriate entry-level manufacturing job, there is an exciting opportunity to employ youth already skilled in "making" and interested in technology to do this work as an after-school job. The combination of this new technology and workforce calls for new workflows that streamline client-driven digital manufacturing. However, the limitations of current digital

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The Engineer of 2020, in the Making: Understanding how Young Adults Develop Maker Identities and the Implications for Education Reform

Publication

Making is a social phenomenon that encourages the adoption of many of the practices, skills, and knowledges associated with STEM (Science, Technology, Engineering, and Mathematics) disciplines. It also incorporates many of the key personal attributes of the Engineer of 2020. Although educators have started to institutionalize this connection through the establishment of makerspaces and Maker-based curriculum, less effort has been made to understand how the current population of ‘‘grassroots’’ Makers have come to identify with this movement. In this qualitative research study, we analyze

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Exploring I-poems to Explore the Identity of Underrepresented Engineering Student Makers

Publication

This Work in Progress Paper presents an NSF funded study focused on understanding the role that makerspaces play in the identity development of engineering students from underrepresented groups (URGs). In recent years, makerspaces have become a popular addition to universities, with an implicit assumption that makerspaces will increase students choosing to major in STEM disciplines. The research question that guided this work is the following: How well do I-poems and thematic analysis help us uncover complex and nuanced understandings of the identities of engineering students and makers who

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Measuring Electrodermal Activity to Capture Engagement in an Afterschool Maker Program

Publication

In this paper, we describe a new approach for exploring individual participants’ engagement in youth maker activities. Participants were outfitted with wearable first person point-of-view still-image cameras and wrist-based electrodermal sensors. The researchers analyzed the recorded electrodermal data stream for surges in skin conductivity and compared them with the corresponding photographs based on their time-stamp. In following with prior work, these surges were interpreted as moments of engagement. A comparison sample was created to look at moments that lacked this psychophysiological

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