Title
Introducing Gaming Tools for Computing Education in STEM Related Curricula
Document Type
Conference Proceeding
Publication Date
10-2015
Abstract
In this paper, we provide an overview of two Computer Science for High School teacher training workshops, offered at Fairfield University in 2012 and 2013. These professional development programs offered the skills necessary to integrate Google Apps education and interactive, metaphor-based computer games tools into middle and high school curricula, to help students learn computer science and engineering concepts. The first year workshop was primarily focused on the implementation of computer science and gaming concepts within STEM curriculum. The focus of the second year workshop was two-fold, first to continue the implementation of computer science and engineering concepts through STEM education, and second, to create connections and extensions for high school teachers who have already been introduced to STEM curricula and teaching models. Multiple urban and suburban school districts were included in a collaborative program with our university, designed to teach educators how to use computer science as a mean to make connections between different curriculum areas and teach higher order problem-solving skills. Various learning activities during the workshops are presented, and outcomes and teachers' feedback after attending these workshops are discussed.
Publication Title
Frontiers in Education Conference (FIE)
Repository Citation
Rusu, Amalia, "Introducing Gaming Tools for Computing Education in STEM Related Curricula" (2015). Engineering Faculty Publications. 220.
https://digitalcommons.fairfield.edu/engineering-facultypubs/220
Published Citation
Rusu, Amalia. "Introducing gaming tools for computing education in STEM related curricula." In Frontiers in Education Conference (FIE), 2015 IEEE, pp. 1-8. IEEE, 2015. DOI: 10.1109/FIE.2015.7344166
DOI
10.1109/FIE.2015.7344166
Peer Reviewed
Comments
Copyright 2015 IEEE
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