Engineering

STEM-focused high schools as a strategy for enhancing readiness for postsecondary STEM programs

The logic underlying inclusive STEM high schools (ISHSs) posits that requiring all students to take advanced college preparatory STEM courses while providing student-centered, reform-oriented instruction, ample student supports, and real-world STEM experiences and role models will prepare and inspire students admitted on the basis of STEM interest rather than prior achievement for postsecondary STEM. This study tests that logic model by comparing the high school experiences and achievement of students in ISHSs and comparison schools in North Carolina.

Author/Presenter: 
Barbara Means
Haiwen Wang
Viki Young
Vanessa L. Peters
Sharon J. Lynch
Lead Organization(s): 
Year: 
2016
Short Description: 
This study tests that logic model by comparing the high school experiences and achievement of students in ISHSs and comparison schools in North Carolina.

Towards teleoperation-based interactive learning of robot kinematics using a mobile augmented reality interface on a tablet

The integration of augmented reality (AR) techniques in user interface design has enhanced interactive experiences in teleoperation of robots, hands-on learning in classrooms, laboratory, and special education, and user training in an array of fields, e.g., aerospace, automotive, construction, manufacturing, medical, etc. However, AR-based user interfaces that command machines and tools have not been fully explored for their potential to enhance interactive learning of engineering concepts in the laboratory.

Author/Presenter: 
Jared A. Frank
Vikram Kapila
Lead Organization(s): 
Year: 
2016
Short Description: 
This paper outlines the development of a mobile application executing on a tablet device, which renders an immersive AR-based graphical user interface to enable users to monitor, interact with, and control a four link underactuated planar robot.

Interactive mobile interface with augmented reality for learning digital control concepts

The use of augmented reality (AR) and mobile applications has recently been investigated in the teaching of advanced concepts and training of skills in a variety of fields. By developing educational mobile applications that incorporate augmented reality, unique interactive learning experiences can be provided to learners on their personal smartphones and tablet computers.

Author/Presenter: 
Jared A. Frank
Anthony Brill
Vikram Kapila
Lead Organization(s): 
Year: 
2016
Short Description: 
This paper presents the development of an immersive user interface on a tablet device that can be used by engineering students to interact with a motor test-bed as they examine the effects of discrete-time pole locations on the closed-loop dynamic response of the test-bed.

Can All Students Succeed at Science and Tech High Schools?

No longer only for the elite, a new generation of science high schools could help low-income and minority students get better jobs.

Lucadamo, K. (2016, September 6). Can All Students Succeed at Science and Tec High Schools? U.S News Report. Retrieved from http://www.usnews.com/news/articles/2016-09-26/can-all-students-succeed-....

Author/Presenter: 
Kathleen Lucadamo
Lead Organization(s): 
Year: 
2016
Short Description: 
No longer only for the elite, a new generation of science high schools could help low-income and minority students get better jobs.

Stable Beginnings in Engineering Design

Novel Engineering activities are premised on the integration of engineering and literacy: students identify and engineer solutions to problems that arise for fictional characters in stories they read for class. There are advantages to this integration, for both engineering and literacy goals of instruction: the stories provide ‘‘clients’’ to support students’ engagement in engineering, and understanding clients’ needs involves careful interpretation of text. Outcomes are encouraging, but mixed, in part owing to variation in how students frame the task.

Author/Presenter: 
Mary E. McCormick
David Hammer
Lead Organization(s): 
Year: 
2016
Short Description: 
We examine a pair of students who share a central objective of designing an optimal solution for their fictional client, and who persist in achieving their objective. We argue that the students’ stable framing of the activity involves their engagement in engineering design, and that the abilities they demonstrate in pursuit of a solution are evidence of their productive beginnings in engineering design.

STEM starts early: Grounding science, technology, engineering, and math education in early childhood

Researchers and educators agree: Children demonstrate a clear readiness to engage in science, technology, engineering, and math (STEM) learning early in life. And, just as with language and literacy, STEM education should start early in order to maximize its benefits and effectiveness. So why is STEM not woven more seamlessly into early childhood education? What can we do – in the classroom, in homes, in museums, in research labs, and in the halls of legislating bodies – to ensure that all young children have access to high-quality STEM learning early in life?

Author/Presenter: 
Elisabeth McClure
Doug Clements
Lisa Guernsey
Susan Nall Bales
Jennifer Nichols
Nat Kendall-Taylor
Michael Levine
Lead Organization(s): 
Year: 
2017
Short Description: 
This report summarizes the latest research findings on the importance and impact of early STEM across the child's ecological systems, as well as the critical importance of framing communications about early STEM in an effective way. It also articulates six recommendations for practice, policy, and research that will promote dramatic improvement in early STEM education for all young children.

EarSketch: An Authentic, STEAM-based Approach to Computing Education

Demand for computer scientists is robust, but the pipeline for producing them is not. US universities are only meeting about a third of demand for computer scientists, and recruiting a diverse student body is a struggle; the number of women in computer science has actually declined in the past decade. To help change the perception of the computing field, researchers at Georgia Institute of Technology developed EarSketch. EarSketch is an authentic STEAM (STEM + Arts) environment for teaching and learning programming (i.e.

Author/Presenter: 
Roxanne Moore
Douglas Edwards
Jason Freeman
Brian Magerko
Tom McKlin
Anna Xambo
Year: 
2016
Short Description: 
In this paper, we present a description of the EarSketch environment and curriculum. We also present an overview of the classroom environments in which EarSketch has been implemented to date, including professional development feedback, student artifacts, student engagement data, and student achievement.

Iterative Composition, Coding, and Pedagogy: A Case Study in Live Coding With EarSketch

Pervasive definitions of live coding in music focus on the simultaneous modification and execution of code in a live performance setting where a performer shares his screen with the audience. This article considers a role for live coding that does not focus on live performance but rather on educational contexts.

Author/Presenter: 
Jason Freeman
Brian Magerko
Year: 
2016
Short Description: 
This article considers a role for live coding that does not focus on live performance but rather on educational contexts.

EarSketch: A STEAM-Based Approach for Underrepresented Populations in High School Computer Science Education

This article presents EarSketch, a learning environment that combines computer programming with sample-based music production to create a computational remixing environment for learning introductory computing concepts. EarSketch has been employed in both formal and informal settings, yielding significant positive results in student content knowledge and attitudes toward computing as a discipline, especially in ethnic and gender populations that are currently underrepresented in computing fields.

Author/Presenter: 
Brian Magerko
Jason Freeman
Tom Mcklin
Mike Reilly
Elise Livingston
Scott Mccoid
Andrea Crews-Brown
Year: 
2016
Short Description: 
This article presents EarSketch, a learning environment that combines computer programming with sample-based music production to create a computational remixing environment for learning introductory computing concepts.

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