Engineering Identity Development Among Pre‐Adolescent Learners

Instruments

The purpose of this study was to examine the development of the Engineering Identity Development Scale (EIDS), an instrument designed to assess elementary school students' identity development in engineering. This study describes a three-phase approach to item construction, administration, and the gathering reliable and valid evidence for scores on the EIDS.

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Leveraging a Multi-Partner Approach to Develop Successful STEM Outreach Programs

Publication

Careers in the U.S. that require STEM knowledge have grown rapidly, reinforcing the need to develop a future workforce that is prepared to meet growing business needs and solve global challenges. Considering that there is a low number of students pursuing STEM degrees and the low percentages of minority students in the STEM pipeline, STEM education has been a focus of local and national education curriculum reform efforts. Extending beyond the classroom, university, industry, and other stakeholders have partnered to develop the future workforce by focusing on STEM K-12 outreach programming. We

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

Publication

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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Building Automation and IoT as a Platform for Introducing STEM Education in K-12

Publication

There is growing concern in the United States about the lack of interest and aptitude in science, math and, in particular, technology and engineering disciplines. Certainly one reason for this could be the lack of true engineering experiences available to students when they are in junior high and high school. This is in part due to the fact that while most teachers are well versed in math and science through their formal education, very few have experience and/or educational backgrounds in engineering and technology. To promote STEM careers, a partnership among university engineering faculty

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

Publication

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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Empowering Middle School Students to Create Data-enabled Social Apps

Publication

MIT App Inventor has enabled middle school students to learn computing while creating their own apps-including apps that serve community needs. However, few resources exist for building apps that gather and share data. There is a need for new tools and instructional materials for students to build data-enbaled, community-focused apps. We developed an extension for App Inventor, called AppleVis, which allows app-makers to publish and retrieve data from our existing web-based collaborative data visualization platform.

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Teacher Transformations in Developing Computational Thinking: Gaming and Robotics Use in After-School Settings

Publication

The challenges of addressing increasing calls for the inclusion of computational thinking skills in K-12 education in the midst of crowded school curricula can be mitigated, in part, by promoting STEM learning in after-school settings. The Visualization Basics: Using Gaming to Improve Computational Thinking project provided opportunities for middle school students to participate in after-school clubs focused on game development and LEGO robotics in an effort to increase computational thinking skills. Club leaders and teachers, however, first needed to develop proficiency with the computational

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Teaching Computational Thinking Patterns in Rural Communities

Publication

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

Publication

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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