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null (Ed.)We worked with local K–6 teachers to develop lesson plans that would connect a 50-minute engineering design challenge, completed during a field trip, to the students’ classroom learning. The result was a model for designing pre-visit classroom activities that develop students’ familiarity with phenomena, tools, and processes that will be used during the field trip and post-visit classroom activities that provide students with opportunities to reflect on some of their field trip experiences. While the field trip activity alone is an exciting and productive learning opportunity, students who complete the full set of classroom and field trip activities participate in a richer experience that engages them in more of the practices of science and engineering and more fully develops the disciplinary core ideas related to engineering and physical science. Each Engineering Exploration module includes four activities: an engineering design activity completed during a field trip to an interactive science museum, accompanied by two preactivities and one post activity done in students’ classroom and facilitated by their elementary school teacher. While each classroom activity was designed to take no more than 50 minutes, many teachers found it valuable to extend each lesson to allow for deeper discussion and engagement with the activities. The classroom experiences presented here are associated with a field trip program in which students iteratively design a craft out of paper and tape that will hover above a “fire” (upward moving column of air) while carrying a “sensor” (washer). The classroom activities surrounding this field trip help students develop conceptual understandings of forces to navigate the engineering design challenge.more » « less
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The Next Generation Science Standards have incorporated engineering standards, requiring K-12 teachers to teach engineering. Unfortunately, teachers are ill-prepared and have little comfort to introduce these unfamiliar complex topics into their classrooms. The University of California at Santa Barbara and MOXI, The Wolf Museum of Exploration + Innovation partnered up to tackle this problem and bring physics-related engineering activities to teachers through the MOXI Engineering Explorations program. A key challenge has been creating activities so that they are effective learning opportunities for first graders (6 years old) through sixth graders (12 years old). Here, we present design guidelines for adapting activities for younger and older children. This framework is also useful for other physics outreach programs that work with wide a range of age levels.more » « less
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null (Ed.)Quantum computing is poised to revolutionize some critical intractable computing problems; but to fully take advantage of this computation, computer scientists will need to learn to program in a new way, with new constraints. The challenge in developing a quantum computing curriculum for younger learners is that two dominant approaches, teaching via the underlying quantum physical phenomenon or the mathematical operations that emerge from those phenomenon, require extensive technical knowledge. Our goal is to extract some of the essential insights in the principles of quantum computing and present them in contexts that a broad audience can understand. In this study, we explore how to teach the concept of quantum reversibility. Our interdisciplinary science, science education, computer science education, and computer science team is co-creating quantum computing (QC) learning trajectories (LT), educational materials, and activities for young learners. We present a draft LT for reversibility, the materials that both influenced it and were influenced by it, as well as an analysis of student work and a revised LT. We find that for clear cases, many 8-9 year old students understand reversibility in ways that align with quantum computation. However, when there are less clear-cut cases, students show a level of sophistication in their argumentation that aligns with the rules of reversibility for quantum computing even when their decisions do not match. In particular, students did not utilize the idea of a closed system, analyzing the effects to every item in the system. This blurred the distinction between between reversing (undoing) an action, recycling to reproduce identical items with some of the same materials, or replacing used items with new ones. In addition, some students allowed for not restoring all aspects of the original items, just the ones critical to their core functionality. We then present a revised learning trajectory that incorporates these concepts.more » « less