Title: Board 313: Implementing Computational Thinking Strategies across the Middle/High Science Curriculum
This NSF Research Experience for Teachers (RET)“Research Experience for Teachers in Big Data and Data Science”(award number: 1801513) engaged four middle/high school science teachers in summer 2022 with research related to big data and data science, with follow-up school year implementation of related curriculum. These teachers developed curriculum related to their summer research experience in big data and data science that spanned a range of student ages and topics: middle school science, 9th grade biology, 9th grade health, and 11th grade chemistry. Despite the wide range of student ages, curricular content, and instructional goals, all teachers found rich and varied curriculum applications that fit within their existing curriculum constraints. more »« less
Zhang, S.; Specking, E.; Alimohammadi, M.; Boykin, A.; Bell, S.; Schubert, K.; Davis, S.
(, Proceedings of the ASEE Midwest Section Conference 2021)
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(Ed.)
This paper introduces the background and establishment of the first Research Experience for Teachers (RET) Site in Arkansas, supported by the National Science Foundation. The Arkansas Data Analytics Teacher Alliance (AR-DATA) program partners with school districts in the Northwest Arkansas region to promote research-driven high school analytics curriculum and education to reach underserved students, such as those from rural areas. At least thirty 9th-12th grade mathematics, computer science, and pre-engineering teachers will participate in AR-DATA and work with faculty mentors, graduate students, curriculum coaches, and industry experts in a six-week RET Summer Program and academic-year follow up to develop and disseminate learning modules to enhance current curriculum, attain new knowledge of data analytics and engineering applications, and benefit professionally through the RET program activities. The learning modules developed will reflect current cutting-edge analytics research, as well as the development needs of next-generation analytics workforce.
To both broaden and increase participation in any STEM field such as cybersecurity, we need to attract more students. Research shows that to do this, students need to be engaged with cybersecurity during middle school. There is a lack of age-appropriate and classroom-ready cybersecurity curriculum, however, and many teachers feel unprepared to teach the subject. To address this gap, the CyberMiSTS project team created a summer professional development workshop for middle school teachers that integrated a recent research-based understanding of cybersecurity into a curriculum that is accessible to both middle school students and their teachers. The project sought to encourage participation of a broad and diverse set of students in the field of cybersecurity by showing them how human relations play an important role in cybersecurity. We discuss our prior related work using branching web comics to introduce middle school students to cybersecurity concepts and careers, and the state of evidence-based research into effective approaches and methods for cybersecurity education. We identify challenges to broadening the pipeline for a truly diverse cybersecurity workforce that can meet industry’s need for cybersecurity professionals with a wide range of experience and skills. The paper introduces our approach for the teacher professional development workshop, maps how we designed the project to meet our research goals, and documents initial findings regarding what is needed to increase teacher self-efficacy about cybersecurity concepts and careers in a middle school classroom.
Na Gong and Shenghua Zha
(, Proceedings ASEE annual conference)
Funded by the NSF Division of Computer and Network Systems, this grant establishes a new Research Experiences for Teachers (RET) Site at the University of South Alabama (USA). In the summer of 2021, eight middle school and high school teachers from two local public-school districts spent six weeks engaged with research activities on biologically-inspired computing systems. They worked on discovery-based research projects and obtained transdisciplinary research experience on biologically-inspired computing systems spanning application (cancer detection), algorithm (Spiking Neural Networks), architecture and circuit (synaptic memory design), and device (memristor). The USA faculty mentors, curriculum development specialist from school districts, Instructional Coach from Science/Mathematics faculty at USA coached participants as they designed standards-compliant curriculum modules and conducted professional development activities. The implementation details of the summer program and the evaluation results are presented in this paper.
Hodges, Charles B.; Akcaoglu, Mete; Allen, Andrew; Doğan, Selçuk
(, Proceedings of the 53rd ACM Technical Symposium on Computer Science Education)
Teacher self-efficacy (SE) has been observed to be an 'important construct for Computer Science (CS) teachers' professional development because it can predict both teaching behaviors as well as student outcomes" [1]. The purpose of the present study was to investigate teacher CS SE during a two-year federally funded professional development (PD) and curriculum development project for middle school teachers incorporating game-design and the Unity development platform. The research question investigated is: How does teacher self-efficacy for teaching computer science via game design with the Unity game development platform change during a year-long PD program? Investigations of teacher SE for teaching CS have resulted in some surprising results. For example, it has been reported that - There were no differences in self-efficacy based on teachers' overall level of experience, despite previous findings that teacher self-efficacy is related to amount of experience" and "no differences in self-efficacy related to the teachers' own level of experience with CS" [2], thus further study of CS teacher SE is warranted. Participants in this study were six middle school teachers from four middle schools in the southeastern United States. They participated in a year-long PD program learning the Unity game development platform, elements of game design, and foundations of learner motivation. Guided reflective journaling was used to track the teachers' SE during the first year of the project. Teachers completed journal prompts at four intervals. Prompts consisted of questions like "How do you currently feel about your ability to facilitate student learning with Unity?" and "Are you confident that you can implement the materials the way the project team has planned for them to be implemented?" Prior to beginning the project participants expressed confidence in being able to facilitate student learning after participating in the planned professional development, but there was some uneasiness about learning and using Unity. From a SE perspective their responses make sense, as all of the participants are experienced teachers and should have confidence in their general ability to teach. However, since Unity is a new programming environment for all of the teachers, they did not have the prior experience necessary to have a high degree of confidence that they could successfully use it with their students.
Despite limited success in broadening participation in engineering with rural and Appalachian youth, there remain challenges such as misunderstandings around engineering careers, misalignments with youth’s sociocultural background, and other environmental barriers. In addition, middle school science teachers may be unfamiliar with engineering or how to integrate engineering concepts into science lessons. Furthermore, teachers interested in incorporating engineering into their curriculum may not have the time or resources to do so. The result may be single interventions such as a professional development workshop for teachers or a career day for students. However, those are unlikely to cause major change or sustained interest development. To address these challenges, we have undertaken our NSF ITEST project titled, Virginia Tech Partnering with Educators and Engineers in Rural Schools (VT PEERS). Through this project, we sought to improve youth awareness of and preparation for engineering related careers and educational pathways. Utilizing regular engagement in engineering-aligned classroom activities and culturally relevant programming, we sought to spark an interest with some students. In addition, our project involves a partnership with teachers, school districts, and local industry to provide a holistic and, hopefully, sustainable influence. By engaging over time we aspired to promote sustainability beyond this NSF project via increased teacher confidence with engineering related activities, continued integration within their science curriculum, and continued relationships with local industry. From the 2017-2020 school years the project has been in seven schools across three rural counties. Each year a grade level was added; that is, the teachers and students from the first year remained for all three years. Year 1 included eight 6th grade science teachers, year 2 added eight 7th grade science teachers, and year 3 added three 8th grade science teachers and a career and technology teacher. The number of students increased from over 500 students in year 1 to over 2500 in year 3. Our three industry partners have remained active throughout the project. During the third and final year in the classrooms, we focused on the sustainable aspects of the project. In particular, on how the intervention support has evolved each year based on data, support requests from the school divisions, and in scaffolding “ownership” of the engineering activities. Qualitative data were used to support our understanding of teachers’ confidence to incorporate engineering into their lessons plans and how their confidence changed over time. Noteworthy, our student data analysis resulted in an instrument change for the third year; however due to COVID, pre and post data was limited to schools who taught on a semester basis. Throughout the project we have utilized the ITEST STEM Workforce Education Helix model to support a pragmatic approach of our research informing our practice to enable an “iterative relationship between STEM content development and STEM career development activities… within the cultural context of schools, with teachers supported by professional development, and through programs supported by effective partnerships.” For example, over the course of the project, scaffolding from the University leading interventions to teachers leading interventions occurred.
Tretter, T. R.
"Board 313: Implementing Computational Thinking Strategies across the Middle/High Science Curriculum". 2023 ASEE Annual Conference & Exposition (). Country unknown/Code not available: ASEE. https://par.nsf.gov/biblio/10489398.
@article{osti_10489398,
place = {Country unknown/Code not available},
title = {Board 313: Implementing Computational Thinking Strategies across the Middle/High Science Curriculum},
url = {https://par.nsf.gov/biblio/10489398},
abstractNote = {This NSF Research Experience for Teachers (RET)“Research Experience for Teachers in Big Data and Data Science”(award number: 1801513) engaged four middle/high school science teachers in summer 2022 with research related to big data and data science, with follow-up school year implementation of related curriculum. These teachers developed curriculum related to their summer research experience in big data and data science that spanned a range of student ages and topics: middle school science, 9th grade biology, 9th grade health, and 11th grade chemistry. Despite the wide range of student ages, curricular content, and instructional goals, all teachers found rich and varied curriculum applications that fit within their existing curriculum constraints.},
journal = {2023 ASEE Annual Conference & Exposition},
publisher = {ASEE},
author = {Tretter, T. R.},
}
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