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Informal STEM: learning with robotics and game design in an urban context

Kristie J. Newton, Jacqueline Leonard, Alan Buss, Christopher Wright, Joy Barnes‐Johnson

2020Journal of Research on Technology in Education49 citationsDOI

Abstract

This mixed methods study examined how engagement in robotics and game design influenced students’ self-efficacy, STEM attitudes, and computational thinking (CT) skills. Predominantly African-American students engaged in engineering and computer science tasks during informal learning environments. Results revealed students’ self-efficacy scores on computer gaming increased significantly. Focus group data supported these findings, revealing that computer programing was challenging, but students enjoyed the tasks, added elements of culture in some cases, and valued the agency the tasks provided. Focal students were also able to make connections to STEM-related careers. Observational data demonstrated that focal students exhibited substantive CT during robotics and moderate CT during game design. Results support the idea that robotics and game design may be used to broaden underrepresented students’ participation in STEM.

Topics & Concepts

RoboticsComputational thinkingAgency (philosophy)Context (archaeology)Artificial intelligenceGame designInformal learningEducational roboticsMathematics educationFocus groupComputer sciencePsychologyPedagogyRobotSociologySocial scienceBiologyAnthropologyPaleontologyTeaching and Learning ProgrammingEducational Games and GamificationInnovative Teaching and Learning Methods
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