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 540

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

Read More

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

Read More

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

Read More

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

Read More

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

Read More

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

Read More

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

Read More

Mathematics in Informal Learning Environments: A Summary of the Literature

Publication

Research on mathematical reasoning and learning has long been a central part of the classroom and formal education literature (e.g., National Research Council, 2001, 2005). However, much less attention has been paid to how children and adults engage with and learn about math outside of school, including everyday settings and designed informal learning environments, such as interactive math exhibits in science centers. With the growing recognition of the importance of informal STEM education (National Research Council, 2009, 2015), researchers, educators, and policymakers are paying more

Read More

Liberatory Methodologies: Participatory Action Research Strategies for Discovering Inclusive Maker Space Practices

Publication

In this Research Work in Progress paper, we describe the methods chosen for a project exploring best practices of inclusion in maker spaces serving diverse populations. Maker spaces provide communities access to innovation tools in startup settings that are shaped by the participating members. In our study, these include not only hacker spaces that involve computing, electronic activities, and three-dimensional printing capabilities, but also sites focusing on traditional arts and crafts. Sites selected represent sustainable examples of the values embedded in maker space missions: to promote

Read More

Learning from the parallel pathways of Makers to broaden pathways to engineering

Publication

Background: Makers are a growing community of STEM-minded people who bridge technical and non-technical backgrounds to imagine, build and fabricate engineering systems. Some have engineering training, some do not. This paper presents a study to explore the educational pathways of adult Makers and how they intersect with engineering. This research is guided by the following research questions: (1) What can we learn about the educational pathways of adult Makers through the lens of constructivist grounded theory? and (2) How do the educational pathways of Makers intersect with engineering? This

Read More

Search for Resources

Multiple criteria within a field is an OR condition. Multiple fields are AND conditions.
Resource Type