(EiE) curricula was used as the vehicle to help teachersapply their learning to a real-world problem and to introduce teachers to the engineering designprocess. The EiE curricula integrate engineering and technology concepts and skills withelementary science lessons. EiE materials engage students in hands-on, real world engineeringexperiences that can enliven science lessons and motivate students to learn concepts byillustrating relevant applications. Students use the Engineering Design Process to complete adesign challenge presented at the end of each module. In an earlier pilot study conducted in NewJersey using the EiE curricula, it was found that teachers’ confidence and understanding ofengineering improved as a result of engaging in
the Secretary/Treasurer for ACMSigart. He is a senior member of the IEEE Computer Society, ACM, AAAI, and the Sigma Xi ResearchSociety. Page 24.28.2 c American Society for Engineering Education, 2014 A Collaborative K-12 STEM Education Framework Using Traffic Flow as a Real-world Challenge ProblemAbstractEffective science, technology, engineering and mathematics (STEM) education can be bettersupported by teaching tools that promote critical thinking and modalities that situate learning inthe context of real-world problems. This is emphasized in the next generation science standards
AC 2009-231: USING A REAL-WORLD, PROJECT-BASED ENERGY MODULETO IMPROVE ENERGY LITERACY AMONG HIGH-SCHOOL YOUTHJan DeWaters, Clarkson University Jan DeWaters, PE is currently pursuing a PhD degree in Environmental Science and Engineering at Clarkson University, with a focus on energy and environmental education. She has several years of experience as the curriculum coordinator for Clarkson's Project-Based Learning Partnership Program and directed the Partners in Engineering Program that provides mentoring and engineering activities for eighth grade girls.Susan Powers, Clarkson University Susan E. Powers, PhD, PE is a Professor of Civil and Environmental Engineering and Associate Dean in
46.7Questionnaire SurveyA questionnaire survey was also administered after the posttest. Students were asked to providefeedback on the following statements: “Please describe to what extent the computer simulationhelped, or did not help, with your understanding of physics concepts; and, please describe towhat extent the computer simulation helped, or did not help, with your understanding ofmathematical calculations.” The students reported positive experiences with the developedcomputer simulation module. Representative student comments (original, without editing) arelisted below: “The modules illustrated a real-world application for the concepts that helped me see what I was applying the concepts to. Seeing the diagram of each concept was useful in
, experimenting, and redevelopingartifacts to minimize cost and time, while optimizing performance, functionality, andfeasibility according to the client’s needs. This multidimensional balancing, oroptimization, reflects the fact that design does not take place for its own sake or inisolation, but guides artifactual design within a real world context in accordance with apractical set of goals intended to serve human beings. Moreover, the context-specificrequirements for engineering design, such as clients’ needs, setting, feasibility, and cost,govern design and the engineer’s pursuit of knowledge. Thus, the practice of engineeringdesign is, by necessity, deeply entrenched in a contextualized multidimensional problemspace. The practices of design
Laboratory, an NSF funded Research Experience for Teachers Site in Mechatronics that has been featured on WABC-TV and NY1 News, and an NSF funded GK-12 Fellows project. He has held visiting positions with the Air Force Research Laboratories in Dayton, OH. His research interests are in cooperative control; distributed spacecraft formation control; linear/nonlinear control with applications to robust control, saturation control, and time-delay systems; closed-loop input shaping; spacecraft attitude control; mechatronics; and DSP/PC/microcontroller-based real-time control. He received Polytechnic’s 2002 Jacob’s Excellence in Education Award and 2003 Distinguished Teacher Award. In 2004, he was selected
, onlythose students receive benefits from the extracurricular activity. Additionally, since the activity isusually informal, the students may only identify the activity as extracurricular and not makeconnections between the activity, their schoolwork, and real world applications. Byincorporating after school activities with content in the classroom, deeper connections can bemade as well as impacting a larger demographic of students. Thus, integrating informal learningwith formal learning serves the dual purpose of reaching more students as well as providing avehicle for interactive learning activities in the formal setting. This paper provides a frameworkfor interweaving regional informal learning activities with a sequence of elective courses
questionnaires will be developed to demonstrate two-tiered assessment, which aims toanalyze the students’ understanding of the concepts presented through FUTURE WORLDS, ratherthan purely being able to recall the facts and definitions illustrated during interaction. One goalfor the game is for students to be able to apply prior scientific knowledge in order to developsolutions to real world situations, which requires the students to think critically about the variouspuzzles in the game. The before and after questionnaires will utilize two-tiered assessmentstrategies, as the questions proposed will not only ask students to answer a specific question, butwill all ask the students to explain why they chose that answer. By requiring the students toprovide a
highest ratings for the extent to which the volunteer motivatedstudents to make real-world connections to the science activities and served as a role model forstudents. Using a scale from 1 (Not at all) to 5 (Quite a bit), even the lowest rated items werewell above the scale midpoint. See Table 7.In the longitudinal study sample, Veteran teachers rated each statement slightly higher than didNovice teachers. Again, this may reflect Veteran teachers’ potentially longer established workingrelationships with the same industry volunteers.Table 7Teachers’ Perceived Impact of the Industry Volunteer on Students Mean Rating
, educators have stimulated interest in CS through the use of K-12 friendlyprogramming environments. Visual programming languages (VPLs) such as Scratch1 provide amore aesthetic alternative to the traditional text-based programming environment and typicallyprovide animation or other multimedia to reward student progress. The drawbacks of VPLs arethat they can become limited when applying advanced CS concepts such as functions, recursion,or object-oriented design. As a result, students often do not see the real-world application in theirassignments and projects. Page 25.123.2The accessibility and interest of the K-12 age group in mobile computing
meaningful to astudent’s personal experience. It is easier for them to relate to how a city or a bridge isconstructed than an abstract geometry problem or even a science experiment. Engineering is aproblem-solving discipline that through iteration, experimentation, inquiry and research cancapture the interest of a student.5Project Lead the Way Project Lead the Way is a not-for-profit organization that has developed pre-engineeringcourses for middle and high school students and provides training to teachers who deliver thecurriculum. Students are offered real-world learning in a variety of areas, including engineering,biomechanics, aeronautics, and other applied math and science areas. Started in 1997 with ahandful of New York schools, PLTW
’ thinking. Research on MEAs reveals that these activities byproviding a context for precollege students to explain thinking and justify conclusions,highlight the aspects of literacy that lead to students success; MEAs also help to identifyspecific areas that need attention in instruction [8].Fig 1 – MEA model design process.MEAs involve students in communication, teamwork, critical thinking and problem solving,which are all necessary skills in engineering education [9, 10]. Mousoulides and English [11]argue that “engineering model eliciting activities in elementary school mathematics curriculacan engage students in creative and innovative real-world problem solving and can increasetheir awareness of the different aspects of mathematical problem
school students to pursue degrees in STEM-based fields atuniversity levels. The authors tried to accomplish that by providing the students early knowledgeon subjects related to STEM and hence help them with admission into universities. Students inthis study were able to better understand the STEM concepts and use them in the projectactivities and students showed an ability to use STEM concepts to solve real world engineeringproblems.6Student-teachers reviewed a Clarkson University science and engineering camp with a goal of Page 24.1286.9creating a unique environment for students between the grades of 7 and 12 to provideopportunities for students
content, and real-world applications to societally-relevantproblems that they previously did not recognize. This transformation carried into theirclassrooms through design and problem-based learning units, and through increased advocacyfor sustainable energy solutions and STEM educational and career paths.Relevance and Integration in Secondary Mathematics and Science InstructionMathematics educators recognize the need to develop a more relevant curriculum for studentsand are exploring new approaches that connect mathematical concepts with real life. Scienceeducators are also increasingly situating science in societally-relevant contexts where scientificknowledge from different areas can be integrated to solve meaningful problems. There
-world applications of science and engineering. This project provides a hands-on, contextualapproach to student learning, as well as teacher professional development. As part of thecurriculum, data is being collected on student outcomes that quantify high school students’academic self-efficacy, real world problem solving, critical thinking skills, achievement inmathematics and the sciences, motivational and goal orientation, and vocational or careerinterests in STEM fields. Additionally, teacher outcomes, including self-efficacy, are beingmeasured. This poster/paper will present the curriculum developed through the collaborativepartnership between K12 schools systems and university.IntroductionNumerous publications in recent years have expressed
connections to science concepts when supporting design teams and routinely ask students to provide science-based rationale for design decisions. C. Teacher Practices: Design-Centered: Engagement with Engineering Concepts Teachers should make explicit connections to engineering concepts throughout the lesson/unit and routinely use appropriate engineering terminology. Teachers should explicitly connect science concepts with real-world engineering applications and describe these applications as rationale for the learning of science.The next step involved identifying a set of sub-components for the major categories. TheCurriculum Materials theme consists of sub-components focused on such things
funded projectthat promotes technological literacy by attempting to link engineering, mathematics, science, andtechnology concepts through the study and creation of visualizations. Over a three-year period,the VisTE project team has developed, piloted, and is now field testing 12 units for technologyeducation in grades 6 to 12. The research is based upon five basic areas of investigation duringthe piloting phase of the integrated VisTE materials: students’ test scores on knowledge oftechnology, teachers’ ratings of effectiveness of VisTE regarding enhancing students’understanding of intended learning goals, teachers’ ratings of effectiveness of VisTE regardingenhancing students’ understanding of real-world applications of technology, and
that hasemerged is that students understand the difference between the fantasy and real science elementsof the game. Students all understand that there is no shrinking machine, nor tiny aliens living ontheir ceilings, but they also understand that at the nanoscale one can defy gravity and gold canchange colors. The game provides a means of relating the “magic” of the videogame world toseemingly magical real-world forces.6. Plans for launch and assessmentAs of March 2008, the team is completing the final revisions to the game’s features and sciencecontent. With each feature change, new science content is inspired, and with each new piece ofscientific information, new features are inspired. The result is a game on which developmentcould continue
. Page 26.1080.1 c American Society for Engineering Education, 2015 LEGO-Based Underwater Robotics as a Vehicle for Science and Engineering Learning (Curriculum Exchange)Target Grade Level: Middle and High School Contact: Mercedes.McKay@Stevens.eduWaterBotics® is a problem-based underwater robotics curriculum thatcan be used in classrooms, camps, or out-of-school programs.Designed to appeal to girls and boys, teams of middle or high schoolyouth design, build, program, test, and redesign underwater robotsmade of LEGO® and other components.Take robotics to new depths! Working through a series of fourscaffolded missions set in real-world contexts, students ultimatelyproduce
thestudents in their own self-driven learning process. Each student team works with at least onetechnical advisor/mentor from the community who acts as a role model while providing thestudents with insights into the application of the technology to community needs and to the localworkplace.At the outset of the course, students are encouraged to tinker with an assortment of softwareapplications. As their comfort level with computers and software increases, they are encouragedto discover an issue in their community they feel passionately about and begin to consider howthey might use technology to solve a real-world problem.In the process of solving vexing community problems, the students learn to become creative,intuitive, adaptive learners who can
discover about ‘real world’ applications related to the contentthey have learned. This part of the curriculum includes career information and video ofpracticing engineers highlighting their work.In addition to the curriculum development effort, professional development and in-servicetraining with the curriculum are being provided for teachers prior to module use in theclassroom. During the 2006-2007 academic year, several Maryland high schools covering abroad range of demographics will be testing the curriculum and providing data to the study. Inthis presentation, we will provide an overview of the two new curriculum modules and presentresults of student learning, interest and attitudes. Finally, we will discuss the results of therelated
) education in both formal and informal programs in K-14. The goal of the C-STEM Center is to broaden participation of students, especially female and under represented minorities, in computing and to develop students' computer-aided problem-solving skills to tackle real-world STEM problems. The C-STEM Center also studies how to streamline the curriculum on computing education in the context of STEM subjects in elementary schools, middle schools, high schools, and the first two years of college to increase student interest in
project-based modules. NOAA, NASA, IPCCand DOE databases are used extensively. This use of real-world data facilitates a focus on thescience, mathematics and engineering applications, the exploration of questions related to thecauses and impacts of climate change and the nature of policy or engineering interventions tomitigate these changes. This data-driven approach also minimizes the emotional and politicizedissues.The inquiry approach and core content included in these modules are well aligned with therecently published Framework for K-12 Science Education. 12 The climate change science inthese modules covers aspects of the disciplinary core subjects (Dimension 3) and most of thecross cutting concepts (Dimension 2). Inquiry and analysis are
: Teachers participating in the program, in conjunction with IUPUI partners, will develop and create mathematical tasks, activities, and applications (i.e., connected to the real world, developmentally appropriate and standards based), as measured by observations, focus groups, lesson plans (submitted three times/year).Goals #1 and #2 were measured by giving teachers in the 2005-2006 cohort an instructionalpractice survey (see appendix III). This cohort consisted of 37 classroom teachers; 24elementary teachers and 13 middle school teachers. Of the 37 classroom teachers, 24 wereconsidered elementary teachers and taught in grades kindergarten through five and 13 wereconsidered middle school teachers and taught in grades six through
-rigor expectations in relevant, real-world settings. Daggett’s framework for improving schoolcurricula, considers both cognitive rigor and relevance. In his framework, rigor is defined as thelevel of cognitive demand, or the quantity and quality of the cognitive processes, required tocomplete an instructional or assessment task. Relevance, on the other hand, deals with thecontext in which the content is applied. Context of application varies based upon the degree towhich the context in which the content is to be applied, or transferred, approximates the realworld.Educational research supports Daggett’s assumptions about the importance of rigorous andrelevant instructional tasks to student learning. Students demonstrate gains on measures
-service teachers of mathematics and science using state-of-the-art virtual design and earthquake engineering technologies. The research places teachers into aintimate workshop-based program that uses engaging experiences to develop content knowledgeand provide connections between education standards and practical application of theoreticalconcepts.IntroductionOne of the most difficult challenges in attracting students to engineering is conveying the ideathat relating theoretical and analytical results to real-world phenomena can be interesting andengaging. Innovation driven by advances in science and technology is a key component of theUS economy.1-2 However, this engine of economic development has multiple threats that willneed to be addressed
provideopportunities to integrate math, science, engineering and art with real-world issues such as energyefficiency and technology for the developing world. This presentation aims to empower teachers tofurther explore electrical topics, despite whatever limitations they may feel in terms of funds, resources,and/or technical knowledge. A variety of ideas for various age ranges, together spanning the full K-12spectrum, are covered.Pedagogical ContextLEDs and lamps are popular and fun components that help make learning electrical topics a playfulexperience. This demonstration explores their many appealing applications for STEM education...1. LEDs and lamps can be used to observe both static and dynamic circuit behavior, offering a visual method of learning
(EWB-USA), a nonprofit humanitarian organization on that implementsModule Overview sustainable engineering projects globally. As members of EWB-USA, you have traveled to a Featured Topics third world country to help with the reconstruction • The history of earthquakes on of homes there after a devastating earthquake. • Topography and making topographic maps As a global engineer, you must consider the • The Richter scale earthquake resistant designs, as well as the • Earthquakes around the globe
engineering jobs found at Disney World includingtraffic routing, food and beverage operations, and capacity planning – all of which steer awayfrom the stereotypical bridge building engineers. This really helped teachers to open their eyesto the engineering profession, which will directly influence their students’ attitudes.Following this panel-like discussion, teachers take on the role of student and participate in asimplified TIME Kit activity created prior to this workshop entitled "Building an ImprovedFEMA House." In this activity, teachers are introduced to a real-life engineering concern:designing a hurricane-proof but cost-effective, temporary, collapsible dwelling. Teachers firstproblem-solve as a small group, then design and prototype-build
, low critical thinking skills).The concept of authenticity was introduced simultaneously with a strong call for student centered Page 25.340.3learning. Providing students with “real-world” experiences resulted in many project andproblem-oriented curricular components (e.g. students‟ contributions to newspapers or localpond projects). Deeply rooted in Deweyian pragmatism, as Petraglia2 states: Authenticitybecomes the “desideratum of the American educational system” (p.10). Major theories anddesign models were developed to increase authenticity including the use of simulations,cognitive apprenticeship, and problem-based learning frameworks. For