574 research outputs found

    Computational Thinking Unplugged: Comparing the Impact on Confidence and Competence from Analog and Digital Resources in Computer Science Professional Development for Elementary Teachers

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    The demand for computer science instruction is increasing across the K-12 spectrum, but in many cases elementary teachers are ill prepared to teach the subject. Based on prior research showing a preference for analog interfaces, this study compared the impact of analog and digital interface modalities on teachers’ confidence and competence gains in professional development on computational thinking conceived within the framework of cognitive acceleration. The analog group used the Robot Turtles board game and the digital group used the Scratch Jr. app on iPads while receiving the same professional development content. A single-case experimental design approach with a multiple-baseline approach to establish control and appropriate randomization techniques was used to allow for generalization of findings and identification of a functional relationship. Teachers were assessed using the Elementary Teacher Computer Programming Self-Efficacy Scale for confidence and the Computational Thinking Test for competence. The results indicated a significant and higher effect size on confidence for the analog cases as compared to the digital. Visual analysis confirmed these findings and provided emerging support for a functional relationship. Recommendations for modifications to current professional development, classroom instruction, and policy making practices to adopt an analog-first approach to computer science based on the foundational concepts of computational thinking were identified based on these findings

    A Perspective Review on Integrating VR/AR with Haptics into STEM Education for Multi-Sensory Learning

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    As a result of several governments closing educational facilities in reaction to the COVID-19 pandemic in 2020, almost 80% of the world’s students were not in school for several weeks. Schools and universities are thus increasing their efforts to leverage educational resources and provide possibilities for remote learning. A variety of educational programs, platforms, and technologies are now accessible to support student learning; while these tools are important for society, they are primarily concerned with the dissemination of theoretical material. There is a lack of support for hands-on laboratory work and practical experience. This is particularly important for all disciplines related to science, technology, engineering, and mathematics (STEM), where labs and pedagogical assets must be continuously enhanced in order to provide effective study programs. In this study, we describe a unique perspective to achieving multi-sensory learning through the integration of virtual and augmented reality (VR/AR) with haptic wearables in STEM education. We address the implications of a novel viewpoint on established pedagogical notions. We want to encourage worldwide efforts to make fully immersive, open, and remote laboratory learning a reality.publishedVersio

    A perspective review on integrating VR/AR with haptics into STEM education for multi-sensory learning

    Get PDF
    As a result of several governments closing educational facilities in reaction to the COVID-19 pandemic in 2020, almost 80% of the world’s students were not in school for several weeks. Schools and universities are thus increasing their efforts to leverage educational resources and provide possibilities for remote learning. A variety of educational programs, platforms, and technologies are now accessible to support student learning; while these tools are important for society, they are primarily concerned with the dissemination of theoretical material. There is a lack of support for hands-on laboratory work and practical experience. This is particularly important for all disciplines related to science, technology, engineering, and mathematics (STEM), where labs and pedagogical assets must be continuously enhanced in order to provide effective study programs. In this study, we describe a unique perspective to achieving multi-sensory learning through the integration of virtual and augmented reality (VR/AR) with haptic wearables in STEM education. We address the implications of a novel viewpoint on established pedagogical notions. We want to encourage worldwide efforts to make fully immersive, open, and remote laboratory learning a reality.European Union through the Erasmus+ Program under Grant 2020-1-NO01-KA203-076540, project title Integrating virtual and AUGMENTED reality with WEARable technology into engineering EDUcation (AugmentedWearEdu), https://augmentedwearedu.uia.no/ [34] (accessed on 27 March 2022). This work was also supported by the Top Research Centre Mechatronics (TRCM), University of Agder (UiA), Norwa
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