- Award ID(s):
- 1742083
- NSF-PAR ID:
- 10352953
- Date Published:
- Journal Name:
- International Journal of Science and Mathematics Education
- ISSN:
- 1571-0068
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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This WIP presentation is intended to share and gather feedback on the development of an observation protocol for K-12 integrated STEM instruction, the STEM-OP. Specifically, the STEM-OP is being developed for use in K-12 science and/or engineering settings where integrated STEM instruction takes place. While the importance of integrated STEM education is established through national policy documents, there remains disagreement on models and effective approaches for integrated STEM instruction. Our broad definition of integrated STEM includes the use of two or more STEM disciplines to solve a real-world problem or design challenge that supports student development of 21st century skills. This issue is confounded by the lack of observation protocols sensitive to integrated STEM teaching and learning that can be used to inform research of the effectiveness of new models and strategies. Existing instruments most commonly used by researchers, such as the Reformed Teaching Observation Protocol (RTOP), were designed prior to the development of the Next Generation Science Standards and the integration of engineering into science standards. These instruments were also designed for use in reform-based science classrooms, not engineering or integrated STEM learning environments. While engineering-focused observation protocols do exist for K-12 classrooms, they do not evaluate beyond an engineering focus, making them limited tools to evaluate integrated STEM instruction. In order to facilitate the implementation of integrated STEM in K-12 classrooms and the development of the nascent integrated STEM education literature, our research team is developing a new integrated STEM observation protocol for use in K-12 science and engineering classrooms. This valid and reliable instrument will be designed for use in a variety of educational contexts and by different education stakeholders to increase the quality of K-12 STEM education. At the end of this project, the STEM-OP will be made available through an online platform that will include an embedded training program to facilitate its broad use. In the first year of this four-year project, we are working on the initial development of the STEM-OP through video analysis and exploratory factor analysis. We are utilizing existing classroom video from a previous project with approximately 2,000 unique classroom videos representing a variety of grade levels (4-9), science content (life, earth, and physical science), engineering design challenges, and school demographics (urban, suburban). The development of the STEM-OP is guided by published frameworks that focus on providing quality K-12 integrated STEM and engineering education, such as the Framework for Quality K-12 Engineering Education. Our anticipated results at the time the ASEE meeting will include a review of our item development process and finalized items included on the draft STEM-OP. Additionally, we anticipate being able to share findings from the exploratory factor analysis (EFA) on our video-coded data, which will identify distinct instructional dimensions responsible for integrated STEM instruction. We value the opportunity to gather feedback from the engineering education community as the integration of engineering design and practices is integral to quality integrated STEM instruction.more » « less
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Abstract This paper presents an implementation of Connected Spaces (CxS)—an ambient help seeking interface designed and developed for a project‐based computing classroom. We use actor network theory (ANT) to provide an underutilized posthumanist lens to understand the creation of collaborative connections in this Computational Action‐based implementation. Posthumanism offers an emerging and critical extension to sociocultural perspectives on understanding learning, by pushing us to decenter the human, and consider the active roles that human and non‐human entities play in learning environments by actively shaping each other. We analyse how students in this class adjusted their help‐seeking and collaborative habits following the introduction of CxS, a tool designed to foster (more inter‐group) collaboration. ANT proposes generalized symmetry—a principle of considering human, non‐human and more than human entities with equivalent and comparable agency, leading to describing phenomena as networks of actors in different evolving relationships with each other. Analysing collaborative interactions as fostered by CxS using an ANT approach supports design‐based research—an iterative design revision process highlighting understandings about design as well as learning—by providing a temporal and informative lens into the relationship between actors and tools within the environment. Our key findings include a framing of technologies in classrooms as bridging
agentic gaps between students and becoming actors engaging in different behaviours; learners enacting new agencies through technologies (for instance a more comfortable non‐intrusive help seeker), and the need for voicing and teachers to connect help networks in CxS equipped classrooms.Practitioner notes What is already known about this topic
Collaborative learning is a valuable skill and practice; opportunities to mentor others are critical in empowering minoritized learners, especially in STEM and computing disciplines.
School norms solidify a power and expertise hierarchy between teachers and learners and fail to productively support learners in learning from each other.
Additionally, lack of awareness about peers' knowledge is a common hindrance in students knowing who to ask for help and how.
What this paper adds
An example of a designed interface called Connected Spaces with potential to foster more inter‐student collaboration, especially outside of mandated within‐group collaboration—in the form of cross‐group help seeking and help giving.
A design based research study using actor network theory highlighting the limitations of Connected Spaces in sparking notable behaviour change among students by itself but being retooled as a teacher support tool in enabling cross‐group collaborations.
Presenting conceptions of collaboration through technologies as bridging agentic gaps and acting with new agencies in performing help‐seeking related actions.
Provoking the idea of testing emerging technologies in classrooms along with sharing our analyses and reflections with the classroom as a key idea in computing education—surfacing the gap between designed intentions and the different kinds of extra social work needed in the on‐ground success of different technologies.
Implications for practice and/or policy
Designers and researchers should create and test more interfaces alongside teachers across different classrooms and contexts aimed at supporting different kinds of voluntary collaborative interactions.
Curricula, standards and school practices should further center providing students with opportunities to engage as mentors and build communities of learning across disciplines to empower minoritized students.
Researchers engaging in design based research should consider using more posthumanist lenses to examine educational technologies and how they affect change in learning environments.
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Abstract Computational thinking (CT) is an important twenty-first century skill that begins developing early. Recent interest in incorporating early CT experiences in early childhood education (i.e., preschool) has increased. In fact, the early years mark an important time during which initial competencies are acquired, interest and motivation begins to form, and in which children may develop a sense of belonging in STEM fields. As a result, providing children with access to robotics and computer science experiences to support CT that are also developmentally appropriate and culturally relevant is key. This paper uses the “powerful ideas” of computer science, seven developmentally appropriate CT concepts that children can learn, as a framework and explores the experiences of two (composite) teachers who participated in and co-developed a culturally relevant robotics program and the processes they undertake to support children’s CT development and learning. This paper considers practices that support the seven key powerful ideals while leveraging existing instructional routines and contexts that are already occurring in most classrooms, such as centers, small group activities, classroom environments, and read-alouds. Of note, this paper prioritizes approaches that acknowledge, center, and feature the ethnic, cultural, and linguistic backgrounds of young children and their families. Identifying affordable and accessible practices, this paper provides educators with tangible, integrated, and authentic practices to support children’s computational thinking, STEM learning, and sense of belonging.
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Abstract In most middle schools, learning is segregated by discipline. Yet interdisciplinary approaches have been shown to cultivate creative thinking, support problem solving, and develop interest while supporting knowledge gains (NAE & NRC in STEM Integration in K-12 Education: Status, Prospects, and an Agenda for Research. National Academies Press, Washington, 2014). The Designing Biomimetic Robots project emphasizes problem-based learning to integrate engineering, science, and computational thinking (CT). During a 3 to 4-week unit, students study the natural world to learn how animals accomplish different tasks, then design a robot inspired by what they learned. The project engages students in science, engineering, and CT practices. Over the course of a 3-year project, we used a design-based research approach to: (1) identify and describe strategies and challenges that emerge from integrated curriculum design, (2) explicate how a balance of integrated disciplines can provide opportunities for student participation in science, engineering, and CT practices, and (3) explore how a technology design task can support students’ participation in integrated learning. Data from three focal groups (one from each year of the project) suggest that a focused design task, supported by explicit and targeted supports for science, CT, and engineering practices, led to a student technology design process that was driven by disciplinary understanding. This work highlights the importance of drawing out and prioritizing alignments between disciplines (Barber in Educ Des, 2(8), 2015), to enable integrated learning. Additionally, this work demonstrates how a technology design task can support student learning across disciplines, and how engaging in CT practices can further help students draw these connections.
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Abstract Background Sketching exists in many disciplines and varies in how it is assessed, making it challenging to define fundamental sketching skills and the characteristics of a high‐quality sketch. For instructors to apply effective strategies for teaching and assessing engineering sketching, a clear summary of the constructs, metrics, and objectives for sketching assessment across engineering education and related disciplines is needed.
Purpose This systematic literature review explores sketching assessment definitions and approaches across engineering education research.
Methodology/Approach We collected 671 papers from five major engineering and education databases at all skill levels for reported sketching constructs and metrics, cognition, and learning contexts. Based on the selection criteria, we eliminated all but 41 papers, on which we performed content analysis.
Findings/Conclusions Engineering, design, and art emerged as three major disciplines in the papers reviewed. We found that sketching assessment most often employs metrics on accuracy, perspective, line quality, annotations, and aesthetics. Most collected studies examined beginners in undergraduate engineering design sketching or drawing ability tests. Cognitive skills included perceiving the sketch subject, creatively sketching ideas, using metacognition to monitor the sketching process, and using sketching for communication.
Implications Sketching assessment varies by engineering discipline and relies on many types of feedback and scoring metrics. Cognitive theory can inform instructional activities as a foundation for sketching skills. There is a need for robust evidence of high‐quality assessment practices in sketching instruction. Assessment experts can apply their knowledge toward improving sketching assessment development, implementation, and validation.