5 research outputs found

    Taking Professional Development From 2D to 3D: Design-Based Learning, 2D Modeling, and 3D Fabrication for Authentic Standards-Aligned Lesson Plans

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    There is currently significant interest in 3D fabrication in middle school classrooms. At its best 3D printing can be utilized in authentic design projects that integrate math, science, and technology, which facilitate deep learning by students. In essence, students are able to tinker in a virtual world using 3D design software and then tinker in the real world using printed parts. We describe a professional development activity we designed to enable middle school teachers who had taken part in a three-year Math Science Partnership program to authentically integrate 3D printing into design-based lessons. We include some examples of successful design-based lesson plans

    Modeling Elementary Students\u27 Computer Science Outcomes With In-School and Out-of-School Factors

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    This two-paper dissertation explores factors influencing the attitudes of Grade 5 students who are learning computer science (CS) in schools. It statistically examines the effects of out and in-school factors on studentsā€™ attitudes toward computing. The first paper of this dissertation examines the influence of parental support as perceived by the students on their interest and their self-assessed ability to engage in computer programming, thus underscoring the crucial role of parental support on learnersā€™ attitudes. It also investigates how involving families in CS activities by sending a CS-themed board game influences studentsā€™ interest. The study finds that perceptions of parental support positively influence studentsā€™ interest and their self-assessed ability to engage in computer programming. It also finds that sending CS artifacts home can significantly mediate the influence of parental support on studentsā€™ interest in programming. The second paper focuses on developing reliable measurements of studentsā€™ perceptions of mathematics and CS-integrated instructional activities. These measures are called exit tickets and are used to collect immediate student responses relating to their experiences after instructional activities. Building on prior research, this paper statistically examines whether studentsā€™ exit ticket responses predict self-assessed ability, interest, and identification with CS. Results show that perceived enjoyment reported on exit tickets significantly predicts self-assessed ability, interest, and identification with CS. Perceived ease also significantly predicts self-assessed ability. The remaining correlations between exit ticket measures and post-survey measures are not significant. The findings suggest that student exit tickets are effective tools to gauge engagement and correlate with student attitudes toward computing. Specifically, students who report finding the lesson enjoyable and easy are more likely to express a positive attitude toward programming. This suggests that brief exit ticket surveys could serve as effective indicators of student engagement, potentially replacing longer surveys. Identifying the factors that shape studentsā€™ attitudes toward CS provides valuable insights into the design of instructional methods, curricula, and family engagement strategies. Such initiatives can foster a positive attitude among young learners towards CS, significantly contributing to shaping their beliefs and challenging stereotypes associated with computing

    Maker Math: Exploring Mathematics through Digitally Fabricated Tools with Kā€“12 In-Service Teachers

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    This paper reports on nine elementary, middle, and high school in-service teachers who participated in a series of workshops aimed at exploring the wonder, joy, and beauty of mathematics through the creation and application of digitally fabricated tools (i.e., laser-cut and 3D printed). Using the Technological Pedagogical and Content Knowledge (TPACK) framework to investigate technological, pedagogical, contextual, and content knowledge, researchers applied qualitative methods to uncover the affordances and constraints of teaching and learning math concepts with digitally fabricated tools and examined how the workshops supported broadening participation in mathematics by focusing on the connections between mathematical inquiry, nature, and the arts. Affordances include opportunities for hands-on learning, visual support at the secondary level, and real-world connections that go beyond the state standards. Barriers include purchasing a laser-cutter, ventilation and noise issues, time constraints, misalignment with school and district priorities, and a lack of administrative support. All participants indicated that they were interested in additional workshops focused on designing their own digitally fabricated mathematics tools that better align with their grade level(s) and standards

    Computational Bead Design

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