skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Search for: All records

Creators/Authors contains: "Callis-Duehl, Kristine"

Note: When clicking on a Digital Object Identifier (DOI) number, you will be taken to an external site maintained by the publisher. Some full text articles may not yet be available without a charge during the embargo (administrative interval).
What is a DOI Number?

Some links on this page may take you to non-federal websites. Their policies may differ from this site.

  1. Abstract STEAM education is an educational approach of interdisciplinary teaching of science, technology, engineering, art, and mathematics. STEAM education, however, is often viewed as only including art elements into STEM teaching. Without true integration of the disciplines in STEAM curricula, students rarely are exposed to the connection among disciplines, and self-identify as solely scientists, artists, or technophiles. STEAM curricula also infrequently integrate design, which promotes creativity and innovation. Effective STEAM curriculum and practices are needed to prepare students to face 21st century challenges and work demands. We designed a high school STEAM educational module that integrated plant science, design, and emergent technologies through the creation of 3D models of plants and augmented and virtual reality (AVR) experiences and investigated its impact on students’ understanding of the intersection of art and design with science, learning and skills gains, and interests in STEAM subjects and careers. The module used a project-based learning approach that relied on student teamwork and facilitation by educators. In this 3D plant modeling module, students: (1) investigated plants under research at a plant science research center, (2) designed and created 3D models of those plants, (3) learned about the application of 3D modeling in AVR platforms, and (4) disseminated project results. We used qualitative and quantitative research methods both before and after the implementation of the model to assess the impact of the 3D modeling module. Student responses revealed that approximately half of the students had a good understanding of the intersection of art and design with science prior to the implementation of the module, while the other half gained this understanding after completing their projects. Students saw art and design playing a role in science mainly by facilitating communication and further understanding and fostering new ideas. They also reported that science influenced art and design through the artistic creation process. The most common learning gains were in plant science and 3D modeling, with 35% and 20% of the students reporting these themes only after completing their projects, respectively. The skill gains most cited were research, teamwork, and communication skills. Over 25% of the students reported these skill gains only after the completion of their projects. Paired comparisons of survey responses indicated a significant increase in students’ interest in science, mathematics, and design subjects after they completed their projects. At the end of the module, 40% of the students were more interested in STEAM careers. Another 13% of the students indicated they already had an interest in STEAM careers before beginning the module. Our findings indicate that our STEAM module effectively integrated science, art, design, and technology, enhancing student literacy in these fields, and providing students with essential 21st century skills. The module led to interdisciplinary learning and development of interest in STEAM subjects and careers. The combination of pedagogical strategies used in our module for active, collaborative, authentic, and meaningful learning exemplifies an effective STEAM curriculum with valuable instructional tools for educators, inspiring new ways of teaching and learning, contributing to the practice and applications in STEAM education. 
    more » « less
  2. • Understanding plants and how they affect the world is crucial. However, plant awareness disparity, the inability to notice plants, is common and results in lack of interest and positive attitudes toward plants and knowledge on their importance. Innovative and engaging plant science curricula is limited while needed to promote plant awareness. We created a 3D plant modeling module and examined its impact on plant awareness among high school students. • This module integrates science, art, design, and technology through a project-based STEAM approach where teachers acted as facilitators and students worked collaboratively. Students investigated the biology and importance of plants, created 3D plant models, experienced the application of 3D modeling in augmented and virtual reality platforms, and disseminated their results. Before and after the module, students completed the Plant Awareness Disparity Index and answered reflection questions about its components—attention, attitude, relative interest, and knowledge. • Quantitative analysis revealed that after completing the module, more students had positive statements about attention, attitude, and knowledge about plants and showed higher relative interest toward plants than animals. Student reflections showed that plants were the most notable feature outdoors, and students had mainly positive feelings toward plants. However, many students wrote that animals were more interesting than plants. Most students acknowledged the importance of plants for humans and the environment. • Our results indicated that our 3D plant modeling module positively influenced student plant awareness. This module can be implemented in any educational learning environment for high school students, including in-person and virtually. 
    more » « less
  3. This project addresses the disconnect between science, design, and technology and how high school students can benefit from innovative learning experiences in plant science that integrate these disciplines while gaining interest in and skills for future STEM careers. We created a project-based 3D modeling learning module with educators as facilitators and students working in collaborative teams of self-identified science, technophile, and art students. Students created 3D models of plants under research at the Donald Danforth Plant Science Center and learned about the applications of 3D modeling in augmented and virtual reality platforms. They also disseminated their project results through handouts and presentations. We used a mixed-methods approach to assess the impact of implementing this module on students’ learning and interests in STEAM subjects and careers. We found that students are more aware of the intersection of art and design with science and gained literacy in plant science, design, and technology. The students also gained 21st century skills such as collaboration, communication, creative thinking, and problem-solving and showed more interest in STEAM subjects and careers. This project contributes to the body of knowledge on theory, best practices, and practical technological applications in STEAM education. 
    more » « less
  4. Opportunities for research-based learning at the high school level are limited, and with the COVID-19 pandemic, these have been further reduced. Such opportunities are particularly scarce for authentic research experiences (AREs), which allow students to identify as scientists by collecting data that contributes to scientists’ research. In response to the COVID-19 pandemic, we adapted two of our AREs for classroom settings, as remote independent research experiences for students to conduct from home. User guides and protocols from the AREs, Genotype-to-Phenotype Research with Corn and Discover Volvox Development, were adapted to instruct high school students to work on their own with the guidance of scientists and ARE coordinators. These independent authentic research experiences (IAREs) were implemented in the summer of 2020 and have since been available to students. Student responses to reflection questions and the Laboratory Course Assessment Survey indicate that IAREs provide students with significant gains including learning science content and research practices, collaborating with scientists, facing and resolving challenges, and contributing to scientific research. 
    more » « less
  5. To be successful in their future careers, students must be able to process information, devise creative solutions, and apply previous knowledge to new situations. Learning through only traditional teaching practices that rely heavily on lecture format and memorization is insufficient to prepare students for the future. Interactive project-based learning that experiences productive failure provides the opportunity for students to problem-solve novel topics and potentially fail at finding the solution. Through explanation, elaboration, comparison of iterations, refinement, and implementations, students can be more prepared to solve future problems. Our study examined the benefits of productive failure on high school students from both formal and informal learning environments working in collaborative teams to design and create 3D plant models. This STEAM project integrates science, design, and technology through innovative learning experiences in plant and agricultural science using emergent technologies. This learning experience encourages students to work together in collaborative teams of self-identified science, technophile, and art students to create 3D models of plants used in research at the Donald Danforth Plant Science Center in St. Louis, MO. Students learn about scientific research, the importance of plants in our society, and practice science communication skills. To create the 3D models, students must learn-by-doing to become proficient in using previously unfamiliar 3D modeling software where their teachers are merely facilitators. Students become active participants in their own learning by overcoming challenges through research, troubleshooting, teamwork, and perseverance. We used a mixed-method assessment approach comparing pre- and post-reflection questions. Students experience many challenges with learning the 3D model programs. They reported that they overcame difficulties working with the 3D modeling programs primarily through help from others and consulting outside resources, such as YouTube videos, as well as through continued effort. Students indicated that they faced challenges when creating their models but recognized that this project was a learning experience. Productive failure through the process of struggling and learning from one’s mistakes can encourage positive learning outcomes and give students a better ability to overcome future challenges. 
    more » « less
  6. Parks, Samantha T (Ed.)
    Community colleges are frequently an affordable, accessible entrance to a Science, Technology, Engineering, and Mathematics (STEM) education and career, but the transition from a 2-year program to a 4-year institution can be tumultuous. In this mixed-methods study, we explore the experiences of transfer and prospective transfer students. Through surveys and interviews, we identify the challenges faced by and the supports desired by biology transfer students. We describe how community college students perceive their introductory biology courses, and we compare the biology identity and self-efficacy of these students to peers at a 4-year institution. Students expressed uncertainty about what to expect from the transfer experience, and they benefitted from interventions that made the university experience more concrete or clarified their expectations. We found that community college students are just as interested in biology as peers at a 4-year university, but they are significantly less likely to believe that others recognize them as “biology people” and report less self-efficacy regarding biology courses. Students felt particularly well-prepared for transfer after community college biology courses they described as “rigorous” and “demanding,” especially because students expressed that the community college environment helped support them through the challenges of higher education. 
    more » « less
  7. Goal: address the disconnect between science, design, and technology at the high school level. Objectives: 1. integrate art/design into STEM education (STEAM), 2. foster plant science knowledge, 3. apply augmented and virtual reality (AVR) technologies, and 4. inspire interest in and provide skills for future STEAM careers. Collaborative teams of self-identified science, technophile, and art students receive training in 3D modeling. With support from scientists, the students create models of research plants, practice science communication skills during public/scientific events, and make connections to real-life situations using AVR devices. We use a mixed-methods assessment approach. Results from the first year of this project indicate that students are more aware of the role of art/design in science and vice versa. Students acknowledge the benefits of productive failure when facing challenges creating 3D models and are more interested in STEAM career paths. 
    more » « less
  8. STUDY CONTEXT: The overarching goal of this project is to address the disconnect between science, design, and technology (Perignat & Katz-Buonincontro, 2019). We examine how urban and rural high school students benefit from innovative learning experiences in plant science that integrate these disciplines while gaining interest in and skills for future STEM careers. This project tests a STEAM (Art in STEM) teaching model in which students create scientific products to incorporate in Augmented and Virtual Reality (AVR) platforms. This experience inspires creative learning, provides critical thinking and problem-solving benefits, supports concepts of innovation, and allows students to connect to real-life situations impacting their career paths. RESEARCH DESIGN: Objectives: 1. Inspire interest in STEM careers among students and provide them with skills for a future STEM career, 2. Foster knowledge and appreciation of plant science among students, 3. Integrate art/design into STEM plant science education, and 4. Apply AVR technology to advance in plant science education through the use of novel tools and methodologies. Teams of self-identified science, technophile, and art students receive training in 3D modeling. With support from scientists, they create models of plants under research at our institution, write worksheets, and give presentations in public/scientific events. Teams’ products will be shared globally through the education community of our AVR partner institution. To assess the project objectives, we are using a mixed-methods approach using pre/post open-ended self-reflections and surveys (STEM Semantics Survey with additional questions for A (Art/Design); Plant Awareness Disparity Index (PAD-I)). ANALYSES AND INTERPRETATION: Data collection is in its initial stages. We will present preliminary results from surveys and reflections from 28 students. The students worked in seven teams that created models of corn, alfalfa, volvox, and milkweed. CONTRIBUTION: This project contributes to STEAM, an emerging discipline with scant information on theory, best practices, and practical applications, by testing a teaching model in which students design and create scientific products. The project contributes to the body of knowledge on AVR teaching tools from a different approach by allowing the students to create their own AVR products. The project also contributes to interesting and challenging ways to learn about plant science and promote plant awareness. 
    more » « less
  9. null (Ed.)
    Globally, most human caloric intake is from crops that belong to the grass family (Poaceae), including sugarcane (Saccharum spp.), rice (Oryza sativa), maize (or corn, Zea mays), and wheat (Triticum aestivum). The grasses have a unique morphology and inflorescence architecture, and some have also evolved an uncommon photosynthesis pathway that confers drought and heat tolerance, the C4 pathway. Most secondary-level students are unaware of the global value of these crops and are unfamiliar with plant science fundamentals such as grass architecture and the genetic concepts of genotype and phenotype. Green foxtail millet (Setaria viridis) is a model organism for C4 plants and a close relative of globally important grasses, including sugarcane. It is ideal for teaching about grass morphology, the economic value of grasses, and the C4 photosynthetic pathway. This article details a teaching module that uses S. viridis to engage entire classrooms of students in authentic research through a laboratory investigation of grass morphology, growth cycle, and genetics. This module includes protocols and assignments to guide students through the process of growing one generation of S. viridis mutants and reference wild-type plants from seed to seed, taking measurements, making critical observations of mutant phenotypes, and discussing their physiological implications. 
    more » « less