相关论文: The SPORT-C Intervention: An Integration of Sports…
The shortage of people trained in STEM fields is becoming acute, and universities and colleges are straining to satisfy this demand. In the case of computer science, for instance, the number of US students taking introductory courses has…
This paper examines the integration of STEAM (Science, Technology, Engineering, Arts, and Mathematics) into education, emphasizing the inclusion of the Arts to foster creativity alongside traditional STEM skills. STEAM encourages…
This research model uses an emancipatory approach to address challenges of equity in the science, technology, engineering, and math (STEM) workforce. Serious concerns about low minority participation call for a rigorous evaluation of new…
Games are a popular form of entertainment. However, many computer games present unnecessary barriers to players with sensory, motor and cognitive impairments. In order to overcome such pitfalls, an awareness of their impact and a…
We argue that traditional Western science cannot adequately describe sports and other types of human behavior. Then we make an argument why a complex adaptive systems approach has the potential to provide the foundation for such a theory.…
The success of collaborative instruction in helping students achieve higher grades in introductory science, technology, engineering, and mathematics (STEM) courses has led many educators and researchers to assume these methods also address…
Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an…
Concerns about representation in computing within the U.S. have driven numerous activities to broaden participation. Assessment of the impact of these efforts and, indeed, a clear assessment of the actual "problem" being addressed are…
A major focus in the STEM public engagement sector concerns engaging with young people, typically through schools. The aims of these interventions are often to positively affect students' aspirations towards continuing STEM education and…
Background. Business Simulation Games (BSG) are widely used to foster experiential learning in complex managerial and organisational contexts by exposing students to decision-making under uncertainty. In parallel, Artificial Intelligence…
In the evolving landscape of education, robotics has emerged as a powerful tool for fostering creativity, critical thinking, and problem-solving skills among students of all ages. This innovative approach to learning seamlessly integrates…
Justice-centered approaches to equitable computer science (CS) education frame CS learning as a means for advancing peace, antiracism, and social justice rather than war, empire, and corporations. However, most research in justice-centered…
Interventions are central to causal learning and reasoning. Yet ultimately an intervention is an abstraction: an agent embedded in a physical environment (perhaps modeled as a Markov decision process) does not typically come equipped with…
This work-in-progress paper presents SPARC (Systematic Problem Solving and Algorithmic Reasoning for Children), a gamified learning platform designed to enhance engagement and knowledge retention in K-12 STEM education. Traditional…
Creating equitable performance outcomes among students is a focus of many instructors and researchers. One focus of this effort is examining disparities in physics student performance across genders, which is a well-established problem.…
Reflection is a critical aspect of the learning process. However, educational games tend to focus on supporting learning concepts rather than supporting reflection. While reflection occurs in educational games, the educational game design…
Students' perception of excessive difficulty in STEM degrees lowers their motivation and therefore affects their performance. According to prior research, the use of gamification techniques promote engagement, motivation and fun when…
Collaboration is key to STEM, where multidisciplinary team research can solve complex problems. However, inequality in STEM fields hinders their full potential, due to persistent psychological barriers in underrepresented students'…
This article presents an educational proposal based on the computational implementation of a model of interaction between particles of different types, as a tool for the development of STEM (Science, Technology, Engineering, and…
Contribution: This article analyzes the learning and motivational impact of teacher-authored educational video games on computer science education and compares its effectiveness in both face-to-face and online (remote) formats. This work…