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Jiang, Yang; Popov, Vitaliy; Li, Yaoran; Myers, Perla L.; Dalrymple, Odesma; Spencer, Joi A. – Journal of Science Education and Technology, 2021
Research suggests that the likelihood of students entering into science, technology, engineering, and mathematics (STEM) careers can be increased by promoting and maintaining students' interest in STEM during middle school years, a critical developmental stage when students' interests begin to solidify. One way to attract students to STEM is…
Descriptors: Computer Simulation, STEM Education, Science Careers, Career Development
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Yin, Yue; Hadad, Roxana; Tang, Xiaodan; Lin, Qiao – Journal of Science Education and Technology, 2020
Computational thinking (CT) is believed to be a critical factor to facilitate STEM learning, and a vital learning objective itself. Therefore, researchers are continuing to explore effective ways to improve and assess it. Makerspaces feature various hands-on activities, which can attract students with diverse interests from different backgrounds.…
Descriptors: Thinking Skills, Entrepreneurship, STEM Education, Hands on Science
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Yanowitz, Karen L. – Journal of Science Education and Technology, 2016
A science summer camp is a popular type of informal science experience for youth. While there is no one model of a science camp, these experiences typically allow for more focused and in-depth exploration of different science domains and are usually hands-on and participatory. The goal of this research was to examine the impact of a short science…
Descriptors: Summer Programs, Science Instruction, Informal Education, Science Activities
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Gilliam, Melissa; Jagoda, Patrick; Fabiyi, Camille; Lyman, Phoebe; Wilson, Claire; Hill, Brandon; Bouris, Alida – Journal of Science Education and Technology, 2017
This project developed and studied "The Source," an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Informal Education