Bioinformatics Education in High School: Implications for Promoting Science, Technology, Engineering, and Mathematics Careers

Publication

We investigated the effects of our Bio-ITEST teacher professional development model and bioinformatics curricula on cognitive traits (awareness, engagement, self-efficacy, and relevance) in high school teachers and students that are known to accompany a developing interest in science, technology, engineering, and mathematics (STEM) careers. The program included best practices in adult education and diverse resources to empower teachers to integrate STEM career information into their classrooms. The introductory unit, Using Bioinformatics: Genetic Testing , uses bioinformatics to teach basic

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Innovative Technology in Science Inquiry

Curricular Materials

The Innovative Technology in Science Inquiry project engages students in STEM activities through the integrated use of technologies that include modeling, computational thinking, and real-time data acquisition. This comprehensive project will assist teachers in preparing diverse students for STEM careers by engaging them in exciting, inquiry-based science projects.

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Scalable Game Design: A Strategy to Bring Systemic Computer Science Education to Schools through Game Design and Simulation Creation

Publication

An educated citizenry that participates in and contributes to science technology engineering and mathematics innovation in the 21st century will require broad literacy and skills in computer science (CS). School systems will need to give increased attention to opportunities for students to engage in computational thinking and ways to promote a deeper understanding of how technologies and software are used as design tools. However, K-12 students in the United States are facing a broken pipeline for CS education. In response to this problem, we have developed the Scalable Game Design curriculum

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Using Robotics and Game Design to Enhance Children’s Self-Efficacy, STEM Attitudes, and Computational Thinking Skills

Publication

This paper describes the findings of a pilot study that used robotics and game design to develop middle school students’ computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students’ pre–post self-efficacy scores on the construct of computer use declined significantly, while the constructs of videogaming and computer gaming remained unchanged. When these constructs were analyzed by type of learning environment, self-efficacy on videogaming increased

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Next Generation STEM Learning for All: Envisioning Advances Based on NSF Supported Research

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Next Generation STEM Learning for All: Envisioning Advances Based on NSF Supported Research Report Cover

This report presents important takeaways from a one-day National Science Foundation (NSF)-supported Forum, “ Next Generation STEM Learning for All,” organized by Education Development Center (EDC) and SRI International through the STEM Learning and Research Center (STELAR) at EDC, the Community for Advancing Discovery Research in Education (CADRE) at EDC, and the Center for Innovative Research in Cyberlearning (CIRCL), working in close collaboration with NSF and the White House Office of Science and Technology Policy. The Forum engaged prominent scientists in STEM learning research and school

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DIY Toolkit: How To Come Up With Your Own Mobile App

Curricular Materials
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Mobile App Ideation

Intro – Mobile App Ideation WHY APPS? Well, to start with, they’re everywhere. According to the Pew Research Center, 78% of teens now have a cell phone, and almost half (47%) of those own smartphones. And, perhaps more importantly, apps are also really cool! No matter what you’re interested in, there can (and probably is) an app for that. But teens don’t have to be limited to the role of consumer in today’s digital marketplace. All you need is a little know-how and an idea — which is the focus of today’s DIY curriculum. But coming up with an idea can be harder than it sounds. With all the

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DIY Toolkit - Sound Science: 4 Audio Project Ideas For STEM Educators

Curricular Materials
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Sound Science

Attention all STEM teachers — are you looking for ways to incorporate music and sound into your classroom? Check out these hands-on DIY ideas from Youth Radio’s Brains and Beakers science speaker series. Explore creative ways to experience sound — from digital visualization to science rap battles to creating your own instruments out of scrap parts.

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DIY Toolkit: How To Make An Infographic

Curricular Materials
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SHOW, DON’T TELL . That’s the general idea of infographics, which use visuals to make numbers/stats/processes easier to understand. While it’s easy to enjoy a well crafted infographic, creating one can be challenging. What type of visual fits your data? How should you style your graphic? What tools can you use to create infographics without starting from scratch? Making an infographic is a multistep process, so we’ll break this tutorial into two parts. In this lesson, we’ll walk you through the basics of making your own infographic, depending on the data at hand. - See more at: https:/

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

Publication

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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