6 research outputs found

    A Potential Fix for the Leaky STEM Pipeline: The Development and Validation of the SciID Scale

    Get PDF
    Science, technology, engineering, and mathematics (STEM) influence almost every aspect of our daily lives. However, despite the high demand for STEM occupational talent, the STEM pipeline continues leaking, with less than one-sixth of high school students pursuing STEM majors and only 50% of entering STEM majors matriculating into STEM fields. Science identity has been identified as the most powerful predictor of high school students pursuing an undergraduate STEM major. Yet, the construct remains largely ill-defined and unexplored. The purpose of this study was to develop the SciID Scale, a valid and reliable new instrument that measures a high school student’s science identity. Subject experts and a small group of high school students provided content validation for the scale. Exploratory factor analysis was used which revealed an optimal two-factor solution, reflecting the traditional two-dimensions of identity theory: Exploration and Commitment. Structural equation modeling, regression analysis and contingency tables were used to confirm the convergent and divergent validity of the instrument with external variables. Lastly, a latent class analysis provided further validation of the scale as it yielded an optimal four-class solution that reflected traditional identity theory statuses of: Achieved, Foreclosed, Moratorium, and Diffused. These validation measures combined with the good reliability scores of each factor yielded the SciID Scale a valid and reliable instrument specifically designed for high school students

    How multiplayer online battle arenas foster scientific reasoning

    Get PDF

    How multiplayer online battle arenas foster scientific reasoning

    Get PDF

    An Asset-based Approach to Problem-based Learning in K-12 STEM

    Get PDF
    Educators and policymakers advocate for the implementation of problem-based approaches to STEM education in K-12 classrooms to help students develop 21st-century skills such as the ability to think critically, collaborate, and problem-solve. The first exploratory case study in this three-article dissertation examines how students engage in STEM-focused PBL experiences and the meaning of these experiences for the development of their STEM identities. The second study utilizes Braun and Clarke\u27s reflective thematic analysis framework to explore the experience of a model STEM teacher at a high-performing STEM-focused elementary school as she implemented problem-based learning in the first year of a school-wide progressive reform initiative. Overall findings from the first two articles indicated missed opportunities to connect students\u27 lived experiences to the problem-solving process. The final article in this study introduces the practice of asset mapping, which has traditionally been used in the field of social work and community development and applies it to the context of a STEM-focused PBL activity. The novel Problem-based Learning through Asset Mapping (PLAM) Framework recognizes the assets students bring to the learning process and supports educators aiming to leverage these assets to solve problems that are relevant and meaningful to learners

    Let There Be Dragons! Towards Designing an Engaging Quest that Enhances Curiosity and Learning About Genetics

    Get PDF
    This study implemented a convergent parallel mixed methods approach to investigate game-based learning within an educational game compared to a modified entertainment game. Participants (N=31) were recruited from public middle and high schools as well as home school groups. Comparative data of participants’ perceptions, preferences and learning outcomes were investigated to inform better educational game design. This study also considers player personality to determine how dispositional curiosity influences an individual’s approach, acceptance, and interaction with novel learning environments, specifically games. Findings show a statistically significant gain in genetics academic knowledge after the game-based learning intervention. The difference in knowledge gained for the two games was not statistically significant. All dimensions of engagement, motivation and curiosity were statistically significantly higher for the modified entertainment game. Increases in scientific curiosity was statistically significantly higher for the modified entertainment game while scientific curiosity statistically significantly decreased after playing the educational game. Qualitative analysis revealed five themes and provided deeper understanding of game design features that enhance learning, curiosity and engagement from the player’s perception. Integration of quantitative and qualitative results suggest overall convergence and enhanced understanding of theoretical and practical implications of this research and identifies key relationships between game design, player perceptions and learning outcomes to inform better educational game design and implementation

    Using Educational Applications on tablets to Support Science Learning Among First-Grade Saudi Primary School Children

    Get PDF
    Multi-touch tablets and educational apps provide young learners with opportunities to support science learning, rarely offered by traditional science teaching methods such as the chalk and talk method, which is heavily employed in Saudi schools. In many developed countries such as United States and Canada the use of tablets in classrooms has increased when compared with other mobile devices due to the educational advantages of tablets’ unique affordances (Fritschi & Wolf, 2012). To date, research conducted on using tablets as educational tools and the potential of educational apps, especially with reference to science learning among children, is insufficient. The aim of this research therefore, was to explore the role of educational apps on tablets’ potential to support science learning and engagement among first-grade Saudi children, as well as to investigate the challenges encountered in implementing mobile learning to support science education. To fulfil this aim, I designed and carried out an interpretative study in a first-grade class in a private school in Riyadh, the capital city of the Kingdom of Saudi Arabia. I employed a qualitative approach to obtain deep and extensive understanding of mobile learning. I adopted social-constructivist theory to underpin my study. To collect data, I utilized semi-structured interviews, focus groups, and participant observation. The current study involved 17 female students between 6 and 7 years old. The data was examined by inductive thematic analysis. The findings indicated that these young learners’ experiences of learning using educational and gamified apps was both personally enjoyable and meaningful. It highly engaged them emotionally and cognitively. Furthermore, social interactions between peers regarding apps’ contents and activities scaffolded their science learning and constructed their personal understanding. Also, these findings suggest that animations and multimodal apps provided children with unique learning experiences regarding abstract scientific concepts and assisted them in gaining new knowledge. Mobile apps afforded the children scaffolds and challenges in proper balance, which maintained their motivation, helped them solve problems, and promoted persistence and risk-taking. The findings of this thesis will provide science teachers, policymakers, researchers, and app developers with an understanding of the potential impact of tablets’ affordances and apps’ educational advantages in supporting and facilitating science learning and their roles in encouraging engagement and scaffolding. Which might encourage science teachers to change the traditional methods that they use in teaching science and employ mobile learning and other modern methods
    corecore