Designing the Game: How a Project-Based Media Production Program Approaches STEAM Career

Publications

Numerous studies have indicated a need for a diverse workforce that is more highly educated in STEM and ICT fields, and one that is capable of responding creatively to demands for continual innovation. This paper, in response, chronicles the implementation of the Digital Pathways (DP) program, a two-time ITEST recipient and an ongoing initiative of the Bay Area Video Coalition. DP has provided low-income, underrepresented minority young people with 180 contact hours of activities in digital media production to prepare them to pursue higher education and technology careers. A design-based

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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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Promising Approaches to Broadening Youth Participation in STEM

Publications

This paper, based on a review of over 200 publications related to approximately 110 ITEST projects, seeks to respond to the broadening participation question in the ITEST solicitation. While all ITEST projects include “broadening participation” as a central goal, we found that publications relating to 43 projects contained specific information on broadening participation. Of those, publications relating to 25 projects had “broadening participation” as the primary focus. Here, we present the range of strategies that project teams employed by highlighting some of those 25 projects.

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