Girls who play video games are three times more likely to choose physical science, technology, engineering or maths (PSTEM) degrees compared to their non-gaming counterparts, according to new research from the University of Surrey
Abstract: "Middle school students lack efficient problem solving skills due to several factors. The writing
process has been linked to the development of students' problem solving skills. The present study
investigated the impact of the writing process on the mathema
tical problem solving skills for middle
grades students. N = 96 students participated in a six weeks, after school STEM program, and they
were randomly assigned into two groups: one focused on the writing process with mathematical
problem solving and the o
ther on homework/high stakes test preparation with mathematical
problem solving. In this quantitative study, the results provide evidence that the students from the
writing process group were more likely to generate and apply better problem solving skills
as
compared to the control group. This study further contributes to the support and importance of
integrating different subjects across the generalized learning realm"
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Part of a series considering options for college-bound students, this column emphasizes the importance of quantitative skills across the curriculum and workforce.
Abstract: "A simulated academic career was combined with inquiry-based learning in an upper-division
undergraduate mathematics course. Concepts such as tenure, professional conferences and
journals were simulated. Simulation procedures were combined with student-led, inquirybased
classroom formats. A qualitative analysis (ethnography) describes the culture that
emerged within the simulation during a pilot test. A discussion follows evaluating the
potential for career simulations to invite students to consider graduate studies and academic
careers in the STEM disciplines."
Educational music videos, many featuring math topics (giving rise to a new entertainment class which EdSurge calls "MuVHEMs: Music Videos Helping Explain Mathematics"
(Abstract only online, full text requires subscription) "The pipeline toward careers in science, technology, engineering, and mathematics (STEM) begins to leak in high school, when some students choose not to take advanced mathematics and science courses. We conducted a field experiment testing whether a theory-based intervention that was designed to help parents convey the importance of mathematics and science courses to their high school-aged children would lead them to take more mathematics and science courses in high school. The three-part intervention consisted of two brochures mailed to parents and a Web site, all highlighting the usefulness of STEM courses. This relatively simple intervention led students whose parents were in the experimental group to take, on average, nearly one semester more of science and mathematics in the last 2 years of high school, compared with the control group. Parents are an untapped resource for increasing STEM motivation in adolescents, and the results demonstrate that motivational theory can be applied to this important pipeline problem. "
"In December, 2011, Ian Waitz, MIT's Dean of Engineering, launched the MIT-K12 project, driven by a series of questions: How can we change the perception of the role of engineers and scientists in the world? What can MIT do, right now, to improve STEM education at the K12 level? What if MIT became a publicly accessible "experiential partner" to the country's K12 educators? What if MIT students generated short-form videos to complement the work those educators are already doing in their classrooms and homes?"
Abstract: "A Learning Assistant program that recruits strong STEM undergraduates to become mathematics teachers was explored through a qualitative study. Three program participants were purposely selected and interviewed. The program reaffirmed one participant's choice to become a teacher and clarified for one that it might be a career for him."
"The Middle School Stream aims to motivate and engage middle school students (grades 5 through 8) in STEM learning, 21st Century Literacy Skills and SySTEMs Thinking by challenging them to design original video games.
The High School Stream aims to motivate and engage high school students (grades 9 through 12) in STEM learning, 21st Century Literacy Skills and SySTEMs Thinking by challenging them to design original video games.
The Collegiate Stream challenges emerging game developers at the graduate and undergraduate levels to design video games for children (grades pre-K through 8) that teach key STEM concepts and foster an interest in STEM subject areas.
The Educator Stream challenges educators to design video games for children (grades pre-K through 12) that teach key STEM concepts and foster an interest in STEM subject areas."
"overview of the landscape of K-12 STEM education by considering different school models, highlighting research on effective STEM education practices, and identifying some conditions that promote and limit school- and student-level success in STEM. It can serve as a guide for those involved in K-12 education at all levels: policy makers; decision makers at the school and district levels; local, state, and federal government agencies; curriculum developers; educators; and parent and education advocacy groups." Findings, according to a Science magazine news story indicate that STEM teaching matters more than specialized STEM schools. Report does indicate steps to improve STEM education, involving investments in resources and teacher training, see :http://bit.ly/kRPyH3