A Framework for Aligning Needs, Abilities and Affordances to Inform Design and Practice of Educational Technologies

Publications

This paper addresses the need for enhancing our awareness of user‐centered design in educational technology through a more explicit and systematic alignment between the needs of educational technology users (learners and educators) and the affordances provided by the technology. First, we define the term “affordance” and discuss it from the perspectives of cognitive psychology and user interaction design. Next, we propose a taxonomy of functional affordances that builds on prior research and reflects the current trends in the design of educational technologies. The paper is concluded with an

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Florida's iDigFossils program uses giant 3D printed shark teeth to get kids into STEM subjects

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A new educational curriculum established by the University of Florida and the Florida Museum of National History is using 3D printing technology to bring kids closer to our pre-historic forebears. The program is known as iDigFossils, and a report in Paleontological Society Special Publications titled ''3-D Fossils for K-12 Education: A Case Example Using the Giant Extinct Sharkcarcharocles Megalodon’' suggests that it is having great success.

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How University of Florida researchers are using 3D printing and digital fossils to improve education

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A recently conducted case study on the effectiveness of utilizing 3D printing technology to teach intricate subjects within science to young students showcases what researchers from the University of Florida have been working on in a National Science Foundation-funded program called iDigFossils that offers curriculum on intricate subjects such as evolution and climate change through the usage of 3D printed fossil replicas. The case study of the

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Creating Socially Relevant Mobile Apps: Infusing Computing into Middle School Curricula in Two School Districts

Publications

In this paper, we share our experiences implementing a professional development program in two school districts with middle school teachers who integrated an introductory computer science curriculum into their teaching. The 15 to 20–hour curriculum was based on students collaboratively creating mobile apps for socially relevant purposes with MIT App Inventor. Eleven teachers infused the curriculum into technology, math, engineering, library and art courses. We investigated how teachers modified the curriculum to fit their respective standards and students’ needs. We discuss the challenges they

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Teachers and students expand their robotics skills together in new K-12 STEM program

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Supported by the National Science Foundation as part of its commitment to preparing future generations for STEM-related careers and rapidly changing work environments, the Innovative Technology Experiences for Students and Teachers (ITEST) program at NYU Tandon centers on robotics and engineering design, as well as entrepreneurship, to help teachers develop their own technical skills and spearhead robotics curricula and after-school programs at

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Turning high school students into cyber sleuths

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A larger program at the Tandon school is called STEMNow, which this summer is bringing more than 700 middle- and high-school students and 130 teachers to the Downtown Brooklyn campus for deep dives into the STEM subjects (science, technology, engineering and math). STEMNow puts a particular emphasis on diversity and providing hands-on research and experimentation for students whose regular schools may lack those opportunities.

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Teaching Computational Thinking Patterns in Rural Communities

Publications

In this chapter you will learn how a community college in rural Wyoming is implementing professional development resources in Computer Science and computational thinking skills for middle and high school teachers in their communities. The objective of the community college was to build relationships with schools to teach Computer Science concepts and computational thinking skills in the classroom. In this day and age, many people young and old are spending time on playing games or simulations. Why not teach Computer Science concepts and computational thinking skills through gaming and

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Preparing Teachers to Engage Rural Students in Computational Thinking through Robotics, Game Design, and Culturally Responsive Teaching

Publications

This article examines teacher preparation and teacher change in engineering and computer science education. We examined culturally responsive teaching self-efficacy (CRTSE), culturally responsive teaching outcome expectancy (CRTOE) beliefs, and attitudes toward computational thinking (CT) as teachers participated in one of three treatment groups: robotics only, game design only, or blended robotics/game design. Descriptive data revealed that CRTSE gain scores were higher in the robotics only and blended contexts than in the game design only context. However, CRTOE beliefs were consistent

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Relationship of Middle School Student STEM Interest to Career Intent

Publications

Understanding middle school students’ perceptions regarding STEM dispositions, and the role attitudes play in establishing STEM career aspirations, is imperative to preparing the STEM workforce of the future. Data were gathered from more than 800 middle school students participating in a hands-on, real world application curriculum to examine the relationship of the students’ interest in STEM and their intentions to pursue a career in a STEM field. Among the middle school students who completed surveys for the MSOSW project, 46.6% expressed a desire to pursue a career in STEM at the time of the

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SIUE’s “Digital East St. Louis” inspires local students to explore city’s history and culture

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Students from East St. Louis are documenting the culture and history of their hometown, while gaining valuable knowledge and computer skills, by participating in Southern Illinois University Edwardsville's Digital East St. Louis program. Now in its third year, the program continues to incorporate new interactive projects for the students, with the underlying goal of inspiring a love for STEM through creative digital humanities content.

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