
Women of Color Leveraging Community Cultural Wealth to Persist in Computing and Tech Graduate Education: A Qualitative Meta-Synthesis
This paper synthesizes 20 years (1999–2019) of empirical research on women of color (WOC) in computing and tech graduate education.
Designing biomimetic robots: iterative development of an integrated technology design curriculum
The Designing Biomimetic Robots (BioRobots) project uses a design-based research (DBR) approach and emphasizes problem-based learning in an interdisciplinary integration of engineering, science, and computational thinking (CT).
Telling the Energy Story: Design and Results of a New Curriculum for Energy in Upper Elementary School
A description of the development, design, implementation, and preliminary classroom results of an innovative curriculum, Focus on Energy, that supports learning about energy in grades 4–5.
Telling the energy story: Design and results of a newcurriculum for energy in upper elementary school
Explore "Focus on Energy," a groundbreaking curriculum for Grades 4–5, fostering deep understanding of energy through hands-on activities and model-based reasoning.
Progressions in young learners’ understandings of parity arguments
This study shows how K–1 students develop the ability to justify mathematical claims about parity through early algebra lessons.
A Moving Dune, a Stunning View: Visitors’ Recollections of a Ranger-Led Hike at Indiana Dunes National Park
The ranger-led hikes studied at Indiana Dunes National Park were presented in concert with “Interpreters and Scientists Working on Our Parks” (iSWOOP), which aimed to increase science and visual literacy and STEM learning among visitors to United States national parks.
Science teachers can teach computational thinking through distributed expertise
This paper explores themes related to the ways 15 eighth grade science teachers supported students’ CTP practices as they implemented a designed science curriculum in which students used the Scratch programming platform, an object-oriented drag and drop environment (Resnick et al., 2009) to create computer games about climate change.