Culturally Responsive and Sustaining STEM Curriculum as a Problem-Based Science Approach to Supporting Student Achievement for Black and Latinx Students

2021 ◽  
Vol 50 (1) ◽  
Author(s):  
Yvonne Thevenot

This article explores the tenets of culturally responsive STEM curriculum, providing an innovative look into STEM teaching and learning, which illuminates student agency, prior knowledge, and positive connections with their teachers. It seeks to answer the question, what happens when students experience informal STEM learning spaces as positive ones that enable them to develop a sense of agency, voice, and academic achievement.

Author(s):  
Shahrul Affendi Ishak ◽  
Rosseni Din ◽  
Umi Azmah Hasran

Digital games are one of the potential pedagogical approaches within STEM teaching and learning. The main idea behind using digital games in STEM contexts is to enhance the children’s conceptual understanding and to increase their interest in STEM. The interest in STEM is still an unsolved global issue. Most studies looking into digital games show there to be positive implications when it comes to STEM learning. This gap and the uncorrelated scenario from both the theoretical and practical perspectives need to both be solved. Here we conceptualise the usefulness of STEM digital games for stimulating an interest in STEM, particularly among children from a design perspective. The previous studies are the main qualitative sources for the interpretation of the main argument in this paper. As result, digital games have a strong empirically supportive foundational basis that acts as a medium to stimulate interest. To achieve this, STEM digital games should be designed to be of better quality. Good STEM digital games will contribute to better STEM learning outcomes and meaningful gaming experiences that can contribute to the interest in STEM. This study proposes a comprehensive framework to understand the purpose of the design and development of STEM digital games.


Author(s):  
Mahnaz Moallem ◽  
William L. Sterrett ◽  
Christopher Raymond Gordon ◽  
Sohail Masood Sukhera ◽  
Aisha Mahmood ◽  
...  

The chapter reports the results of integrating computing, project or problem-based learning and engineering process to address the needs of preparing the STEM workforce in Punjab, Pakistan through transforming STEM teaching and learning processes. It also aimed to build the capacity of the University of Education, Lahore to improve the quality and relevancy of its STEM teacher education programs and its partnership schools. A collaborative team of STEM and STEM education faculty from two U.S. universities and University of Education (UE), Lahore designed, developed, implemented, and evaluated STEM learning units with a specific focus on water and management of natural resources to under-served 6-8 grade students in Pakistan through the integration of project-based and problem-based learning (PBL) and Squeak Etoys, modeling, and simulation tool.


2020 ◽  
Vol 6 (1) ◽  
pp. 18-38
Author(s):  
Vesife Hatisaru ◽  
Sharon Fraser ◽  
Kim Beswick

The provision of effective leadership in STEM education is essential to support teachers to consider approaches to STEM and to carry them out effectively. Principals’ perceptions of STEM teaching and learning are, therefore, significant. In this paper we report on the perceptions of 21 primary and secondary school principals through their completion of the Draw a STEM Learning Environment Test (D-STEM), assessed through a customised rubric. Findings revealed that the participant principals maintained a diversity of interpretations of STEM learning environments primarily equated to the use of student-centred pedagogies in classrooms. Very few responses depicted and/or described teaching and learning practices anchored in realistic problems, which can enable the integration of individual STEM disciplines, and engage students in the translation of concepts across multiple representations. The use of representational tools remained implicit or was absent in most of the responses. Findings are discussed along with methodological issues, and implications and future research directions are suggested.


Author(s):  
Ana Villanueva ◽  
Ziyi Liu ◽  
Yoshimasa Kitaguchi ◽  
Zhengzhe Zhu ◽  
Kylie Peppler ◽  
...  

AbstractAugmented reality (AR) is a unique, hands-on tool to deliver information. However, its educational value has been mainly demonstrated empirically so far. In this paper, we present a modeling approach to provide users with mastery of a skill, using AR learning content to implement an educational curriculum. We illustrate the potential of this approach by applying this to an important but pervasively misunderstood area of STEM learning, electrical circuitry. Unlike previous cognitive assessment models, we break down the area into microskills—the smallest segmentation of this knowledge—and concrete learning outcomes for each. This model empowers the user to perform a variety of tasks that are conducive to the acquisition of the skill. We also provide a classification of microskills and how to design them in an AR environment. Our results demonstrated that aligning the AR technology to specific learning objectives paves the way for high quality assessment, teaching, and learning.


2021 ◽  
Vol 76 ◽  
pp. 101320
Author(s):  
Tricia A. Zucker ◽  
Janelle Montroy ◽  
Allison Master ◽  
Michael Assel ◽  
Cheryl McCallum ◽  
...  

2021 ◽  
Vol 5 (5) ◽  
pp. 119
Author(s):  
Laurence Arcadias ◽  
Robin Corbet

2014 ◽  
Vol 29 (1) ◽  
pp. 5-19 ◽  
Author(s):  
Terry Byers ◽  
Wesley Imms ◽  
Elizabeth Hartnell-Young

2008 ◽  
Vol 32 (1) ◽  
pp. 135-149 ◽  
Author(s):  
Kenneth Lynch ◽  
Bob Bednarz ◽  
James Boxall ◽  
Lex Chalmers ◽  
Derek France ◽  
...  

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