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.
Beyond Minecraft: Facilitating Computational Thinking through Modeling and Programming in 3D
PublicationVisual programming in 3D sounds much more appealing than programming in 2D, but what are its benefits? Here, University of Colorado Boulder educators discuss the differences between 2D and 3D regarding three concepts connecting computer graphics to computer science education: ownership, spatial thinking, and syntonicity.
Early Validation of Computational Thinking Pattern Analysis
PublicationEnd-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
Real Time Assessment of Computational Thinking
PublicationThis paper suggests a Cyberlearning tool based on a highly innovative assessment methodology that helps teachers with computer science education. Currently, there is a strong push to integrate aspects of programming and coding into the classroom environment. However, few if any tools exist that enable real-time formative assessment of in-class programming tasks. The proposed REACT (Real Time Evaluation and Assessment of Computational Thinking) system is a first step toward allowing teachers to see which high-level concepts students have mastered and which ones they are struggling with as
Development of the STEM College-Going Expectancy Scale for High School Students
PublicationThe STEM College-Going Expectancy Scale (STEM CGES) was developed and validated in two studies conducted during 2010 and 2011. The STEM CGES is a self-report instrument measuring college-going expectancy, specifically for science, technology, engineering, and mathematics (STEM) domains. In Study 1, 95 students in an urban high school completed an 11-item online questionnaire to measure college-going expectancy in STEM domains. Exploratory factor analysis (EFA) retained 6 out of the 11 items for inclusion. In Study 2, Confirmatory Factor Analysis (CFA) used data collected from 658 students in
The Consume-Create Spectrum: Balancing Convenience and Computational Thinking in STEM Learning
PublicationFuture school science standards, such as the Next Generation Science Standards (NGSS), emphasize the integration of simulation and modeling activities in the classroom environment. The extremes of these activities have two vastly different implementations. On one hand, a teacher can have students experiment on a pre-made simulation associated with the material. On the other hand, students can use, for example, an end-user programming tool to create the simulation from scratch. This allows students to not only experiment on, but also, to model the real world phenomenon being studied, a key
Weaving Computing into All Middle School Disciplines
PublicationIn order to get students interested in computing, we teach middle school teachers of different disciplines programming with Alice and work with them on integrating computing into their discipline. Alice provides an interface for novices to create animations easily and quickly, which is attractive to and fun for students. We have been developing Alice curriculum materials for integrating computing into middle school disciplines for six years. Although our target audience is middle school, our materials are used by teachers from elementary school to introductory college level. This paper
Using Flowchart Programming to Create Exergames
PublicationExergaming activities demonstrate how technology could be used as an instrument to reduce the impact of this disease. One can purchase commercial, technology-based exergames such as Nintendo Wii Fit or Xbox Kinect games; however, the authors developed a custom exergame using Phoenix Contact’s Nanoline microcontroller and nano Navigator software flowchart. The beauty of the flowcharting software is that people who have no or little programming experience can easily understand its structure.
Scratch for Arduino: Exergaming Development
PublicationCurrently, obesity has become one of the major health concerns in the United States. A way to relieve this problem is creating fitness activities using the technology and tools available at hand. “Punching Pad” is a prototype that utilizes Scratch for Arduino software and the Arduino Board to make this possible. This device is not only considered a viable fitness activity, but also it could help to inspire children to build other gadgets that, in fact, would facilitate the acquisition of programming skills and basic electronics concepts.
Shoot For The Moon! The Mentors and the Middle Schoolers Explore the Intersection of Design Thinking and STEM
PublicationThis paper describes the journey of a group of university students as they worked with underserved middle school students as mentors in a STEM-based afterschool program. Design thinking provided a frame within which students learned how to be mentors, how to create user-centered learning experiences, and how to share their experiences as developing STEM professionals with middle school students.
Impact of Environmental Power Monitoring Activities on Middle School Student Perceptions of STEM
PublicationMiddle school is a crucial stage in student development as students prepare for a fast changing future. The science, technology, engineering and mathematics (STEM) skills that students acquire in middle school lay the foundation for a successful career in STEM. Moreover, most STEM occupations require competencies in science, math and logical thinking prior to engagement in problem solving. Therefore, it is vital to prepare and develop interest in middle school students to participate in the future STEM workforce. This study examines the impact of hands-on authentic projects on middle school