This project will develop and study approaches to equip 4th and 5th grade general and special education teachers to teach computer science (CS) to a broad range of learners with disabilities through professional development. The project will aim to improve accessibility, accommodations, and highlight the role of paraeducators to increase participation and learning in CS for students with disabilities, and it will investigate the impact of the professional development on teachers’ instruction and the influence of the professional development model on student learning, ability beliefs, and attitudes about CS.
Projects
This project will develop and study approaches to equip 4th and 5th grade general and special education teachers to teach computer science (CS) to a broad range of learners with disabilities through professional development. The project will aim to improve accessibility, accommodations, and highlight the role of paraeducators to increase participation and learning in CS for students with disabilities, and it will investigate the impact of the professional development on teachers’ instruction and the influence of the professional development model on student learning, ability beliefs, and attitudes about CS.
Exemplary teaching in STEM fields encourages students from diverse backgrounds to pursue further education and careers in science, technology, engineering and mathematics. Improving teaching, however, first requires an understanding of the current landscape of STEM instruction. The 2027 National Survey of Science and Mathematics Education (NSSME+), the seventh iteration of the study, will continue monitoring the status of science, mathematics, and computer science education in the U.S. The study will examine policies and practices related to STEM education, including the extent to which instruction currently models effective, evidence-based teaching practices, and factors that influence teachers’ decisions about content and pedagogy. It will also attend to factors that contribute to the underrepresentation of some groups in STEM, further adding to general knowledge about ways to broaden participation.
This project continues research and development work on high school instructional materials that integrate biology, computing, and mathematics. The project goal is to develop and test a one-semester high school course. The course consists of some modules developed under a previous NSF grant as well as some new material. Intended deliverables include up to five new instructional modules and a coherent one-semester course suitable for the increasing state requirements for a fourth year of mathematics.
This project aims to create and test an innovative educational approach for bringing STEM learning experiences to underserved youth. It will co-create and study an outdoor robotic-augmented playground called the “Smart Playground” and a corresponding series of classroom lessons. The Smart Playground will be co-designed with Latinx families and educators to engage children in developing computational thinking skills and learning about robotics in a physical environment using a culturally sustaining approach. Research and evaluation will examine whether exposure to the Smart Playground and corresponding classroom activities have an impact on the development of computational thinking in young children.
This project aims to create and test an innovative educational approach for bringing STEM learning experiences to underserved youth. It will co-create and study an outdoor robotic-augmented playground called the “Smart Playground” and a corresponding series of classroom lessons. The Smart Playground will be co-designed with Latinx families and educators to engage children in developing computational thinking skills and learning about robotics in a physical environment using a culturally sustaining approach. Research and evaluation will examine whether exposure to the Smart Playground and corresponding classroom activities have an impact on the development of computational thinking in young children.
This project aims to create and test an innovative educational approach for bringing STEM learning experiences to underserved youth. It will co-create and study an outdoor robotic-augmented playground called the “Smart Playground” and a corresponding series of classroom lessons. The Smart Playground will be co-designed with Latinx families and educators to engage children in developing computational thinking skills and learning about robotics in a physical environment using a culturally sustaining approach. Research and evaluation will examine whether exposure to the Smart Playground and corresponding classroom activities have an impact on the development of computational thinking in young children.
This project is developing and testing a set of 12 curriculum modules designed to engage high school students and their teachers in the process of applying computational concepts and methods to problem solving in a variety of scientific contexts. The project perspective is that computational thinking can be usefully thought of as a specialized form of mathematical modeling.
The goal of this project is to investigate the integration of computational thinking (CT) into elementary school curricula by studying how teachers develop expertise in integrating CT activities that align with interdisciplinary standards and existing curricula. Leveraging an asset-based approach, the project will provide opportunities to broaden participation in computer science education through building a community of practice for teachers and designing CT-infused curricula.
The goal of this project is to investigate the integration of computational thinking (CT) into elementary school curricula by studying how teachers develop expertise in integrating CT activities that align with interdisciplinary standards and existing curricula. Leveraging an asset-based approach, the project will provide opportunities to broaden participation in computer science education through building a community of practice for teachers and designing CT-infused curricula.
This project is exploring how curricula and assessment using dynamic, interactive scientific visualizations of complex phenomena can ensure that all students learn significant science content. Dynamic visualizations provide an alternative pathway for students to understand science concepts, which can be exploited to increase the accessibility of a range of important science concepts. Computer technologies offer unprecedented opportunities to design curricula and assessments using visual technologies and to explore them in research, teaching, and learning.
This project leverages an existing game by embedding tools for studying patterns of students' decision-making and problem solving in the environment. This allows researchers to understand how students learn about computational thinking within a tool that bridges informal and formal learning settings to engage a wide variety of students. The project will also develop tools and resources for classroom teachers.