Psychology of Working Narratives of STEM Career Exploration for Non-dominant Youth

Publications

Science, technology, engineering, and mathematics (STEM) is a domain of knowledge, skills, and practices that is pervasive and of critical importance in our highly technological, rapidly advancing, and increasingly connected world; however, non-dominant youth, namely from non-White, lower-income, non-English-speaking, and immigrant backgrounds, are disproportionately underrepresented in STEM careers in the USA. Professional STEM career participation can be especially valuable for non-dominant populations as these careers are high quality, in-demand, and can afford one social mobility and

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Motivating Young Native American Students to Pursue STEM Learning Through a Culturally Relevant Science Program

Publications

Data indicate that females and ethnic/race minority groups are underrepresented in the science and engineering workforce calling for innovative strategies to engage and retain them in science education and careers. This study reports on the development, delivery, and outcomes of a culturally driven science, technology, engineering, mathematics (STEM) program, iSTEM, aimed at increasing engagement in STEM learning among Native American 3rd–8th grade students. A culturally relevant theoretical framework, Funds of Knowledge, informs the iSTEM program, a program based on the contention that the

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

Publications

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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Innovations and Challenges in Project-Based STEM Education: Lessons from ITEST

Publications

For over a decade, the National Science Foundation’s Innovative Technology Experiences for Students and Teachers (ITEST) program has funded researchers and educators to build an understanding of best practices, contexts, and processes contributing to K-12 students’ motivation and participation in Science, Technology, Engineering, and Mathematics (STEM) activities that lead to STEM career pathways. The outcomes from these projects have contributed significantly to the national body of knowledge about strategies, successes, models, and interventions that support and encourage youth to pursue

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ITEST Data Brief: ITEST Projects Funded in 2015

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Image of Data Brief

ITEST Data Brief Volume 3, Issue 2, July 2016 In 2015, 30 ITEST projects were awarded funding. STELAR surveyed these projects as part of the the Fall 2015 Management Information System (MIS) Survey and received a 97% completion rate. This data brief presents information from the 29 responding projects around the following questions: Which of the 7 ITEST Guiding Questions do projects choose to address? In what settings projects plan to conduct their work? What grade levels do projects serve? Who are included as project participants? In what locales do projects coduct their work? In what states

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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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ITEST Data Brief: ITEST in Action

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Image of the ITEST in Action Data Brief

ITEST Data Brief Volume 3, Issue 1, March 2016 This data brief provides information on the composition of ITEST project participants, what activities they engage in, in what settings, and what projects feel contributes to their project's success based on projects submissions to the 2014-2015 ITEST Management Information System (MIS) Annual Survey.

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Engaging Secondary Students in Regionally Relevant Science Topics Through Videography - Lens on Climate Change

Publications

One of today’s equity challenges is the need to increase media literacy among all students, especially traditionally marginalized students. Watkins (2012) challenges educators when he states, “Tools literacy is foundational; design literacy is tranformational” (p. 9). In this chapter, implementation models for seven different types of media projects that have been successfully piloted with 78 secondary students primarily from impoverished backgrounds are provided (Gold et al., 2015; Rooney-Varga et al., 2014). Results from the evaluations show that students’ experiences while participating in

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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: Controlling Your Online Presence

Curricular Materials
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Online Presence

MAINTAINING PRIVACY, MARKETING YOURSELF, MAKING SOCIAL CHANGE. Love it or loathe it, social media is a powerful force in today’s constantly-documented world. Thanks to the proliferation of smart phones, high-speed internet and social networking sites, teens today have unprecedented access to their peers — and sometimes unknowingly also allow others access to their information. In short, when social media is put to good use, it is one of the most influential tools teens can use for civic engagement and social change, not to mention self marketing (just ask former YouTube star Justin Bieber!)

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