Abstract
STEM education is an important component of broadening participation in computational fields, and robotics-inspired kits are a common avenue for teaching youth computational concepts. In this pictorial, we contrast widely used kits (i.e., Lego Mindstorms, Sphero, and DASH) with a kit we created in the form of a module embedded in a summer camp, that takes an alternative approach. Most existing kits are designed with clear-cut, narrowly defined end goals for learners to accomplish. The lessons typically do not include teaching design concepts, and do not offer opportunities for crafting, personalization, and storytelling. We offer a more flexible and creative kit design; integrating concepts such as design thinking, iterative design, and collaboration. We illustrate our design process used to craft the kit/module, along with artifacts collected from its use, and discuss how this approach might help support a broader range of groups—particularly those that are underrepresented in STEM.
| Originalsprog | Engelsk |
|---|---|
| Titel | Tangible, Embedded, and Embodied Interaction |
| Antal sider | 14 |
| Forlag | Association for Computing Machinery |
| Publikationsdato | 11 feb. 2024 |
| Sider | 1-14 |
| ISBN (Trykt) | 9798400704024 |
| DOI | |
| Status | Udgivet - 11 feb. 2024 |
Emneord
- STEM Education
- Computational Learning
- Robotics Kits
- Design Thinking
- Underrepresented Groups in STEM