Journal article
Informal STEM: learning with robotics and game design in an urban context
Journal of research on technology in education, v 52(2)
02 Apr 2020
Featured in Collection : UN Sustainable Development Goals @ Drexel
Abstract
This mixed methods study examined how engagement in robotics and game design influenced students' self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students' self-efficacy scores on computer gaming increased significantly. Focus group data supported these findings, revealing that computer programing was challenging, but students enjoyed the tasks, added elements of culture in some cases, and valued the agency the tasks provided. Focal students were also able to make connections to STEM-related careers. Observational data demonstrated that focal students exhibited substantive CT during robotics and moderate CT during game design. Results support the idea that robotics and game design may be used to broaden underrepresented students' participation in STEM.
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Details
- Title
- Informal STEM: learning with robotics and game design in an urban context
- Creators
- Kristie J. Newton - Temple UniversityJacqueline Leonard - University of WyomingAlan Buss - University of WyomingChristopher G. Wright - Drexel UniversityJoy Barnes-Johnson - Princeton Public Schools
- Publication Details
- Journal of research on technology in education, v 52(2)
- Publisher
- Routledge
- Grant note
- DRL; 810. / National Science Foundation
- Resource Type
- Journal article
- Language
- English
- Academic Unit
- Teaching, Learning, and Curriculum
- Web of Science ID
- WOS:000515286700001
- Scopus ID
- 2-s2.0-85079404080
- Other Identifier
- 991019168038604721
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- Collaboration types
- Domestic collaboration
- Web of Science research areas
- Education & Educational Research