Feature
Making On and Off the Spectrum
Connected Science Learning April-June 2019 (Volume 1, Issue 10)
By Wendy Martin, Regan Vidiksis, Kristie Patten Koenig, and Yu-Lun Chen

People have been making since the first human used a tool, and have continued to create things for both fun and function. From building model trains to quilting, from woodworking to baking, people have for centuries been enriching their own lives by following their passions and enriching others’ lives by sharing their knowledge and the products of their labor. The recent “Maker Movement” celebrates the value of these hands-on activities, and the education community has recognized that making is a meaningful way for young people to engage in the same process that science, technology, engineering and math (STEM) professionals use to design solutions to real-world problems (Blikstein and Krannich 2013; Vossoughi and Bevan 2014). Maker programs often use a Project-Based Learning (PBL) approach focused on process rather than product, supporting problem-solving and critical thinking. The Maker programs, however, are distinct from PBL in their particular emphasis on having participants use tools (sometimes digital), build objects, and engage in the engineering design process (EDP) (Chan and Blikstein 2018). Over the last 10 years, makerspaces have been opening up in science centers, museums, libraries, and schools, attracting people from all age groups and offering opportunities to brainstorm, plan, prototype, test, revise, and finalize creations that reflect makers’ personal interests (Honey and Kanter 2013).
The interest-driven nature of maker programming inspired the IDEAS project. People on the autism spectrum are as heterogeneous as any group of people, but one trait that many have in common is that they develop deep, focused interests in particular topics. In formal educational settings, these interests are sometimes pathologized and treated as something they need to overcome so that they can focus on their school work or learn how to socialize around mainstream topics. However, research has shown that interventions that draw on these focused interests actually help students with autism improve their social, academic, and executive function skills (Gunn and Delafield-Butt 2015; Kaboski et al. 2014; Koegel et al. 2012; Kryzak and Jones 2015). People in the general population socialize around their interests and are more compelled to complete tasks that interest them than tasks that do not, so these findings make sense (Ito et al. 2013). Providing youth on the spectrum with opportunities to pursue their interests alongside peers can help them realize that the things they care about can connect them to others and the wider world, rather than separate them. This is true of students with a range of challenges and abilities. Making is particularly relevant for youth who are interested in STEM, as well as art and design, because it requires them to go through the creative and iterative processes that are naturally part of those fields (Bevan, Ryoo, and Shea 2017). With continued poor postsecondary and career outcomes for youth with autism and other disabilities, it is essential to develop programs that will enable this segment of the population to gain the social and executive function skills needed to engage in meaningful work, and to ensure that society can discover the unique perspectives these individuals can offer (Anderson et al. 2014; Shattuck et al. 2012; Wei et al. 2013; Wei et al. 2018).
Collaborative design process
The team used a collaborative design process to adapt a museum-based 3-D Design and Fabrication Maker Program for autism inclusion middle schools. This process required the involvement of various stakeholder groups, but especially those who would be using the program, since the program must meet their needs and fit within their normal practice to be implemented sustainably.
One stakeholder group consists of experts from the Autism Spectrum Disorder (ASD) Nest Support Project at New York University (NYU)’s Steinhardt School of Culture, Education, and Human Development. This group provides training and support for educators working with students with ASD, including those in the New York City Department of Education’s ASD Nest Program (Nest). Currently, Nest is in 48 elementary, middle, and high schools across New York City. The program includes more than 1,400 students on the autism spectrum, all of whom are verbal and academically at grade level, learning alongside 4,500 general education peers in classrooms that are cotaught by one general education teacher and one special education teacher. The Nest model uses a strength-based approach to support students on the spectrum. This approach focuses on identifying students’ strengths and interests and building on these to promote social and functional skills, rather than remediating students’ weaknesses. For example, if a student is deeply interested in dinosaurs and talks about them often, a remedial ASD intervention might offer the student a reward for talking about something other than dinosaurs. By contrast, a strengths-based approach would have teachers use dinosaurs as a conversation topic to get the student to engage with peers or as an essay topic to inspire the student to plan, research, and complete a piece of writing. ASD Nest Support Project staff believed that a maker program would closely align with the strengths-based approach that they already used, because making encourages students to pursue their interests.
Another important partner in this effort was the New York Hall of Science (NYSCI). NYSCI is a leader in maker programming, hosting a Maker Faire each year that is attended by tens of thousands of visitors and maintaining a makerspace where they offer summer and afterschool programs, as well as drop-in workshops and field trip experiences. NYSCI also provides teacher professional development (PD) in maker education. NYSCI’s 3-D Design and Fabrication Summer Camp Program was the springboard for the IDEAS project.
Three Nest middle schools were key partners, serving as pilot sites for the program. Two to four teachers (special education and science) per school were vital members of the design team. They took part in the initial discussions in which NYSCI’s 3-D Design and Fabrication Summer Camp model was adapted for use within middle schools. They also pilot tested the activities and provided feedback on the curriculum drafts throughout the three-year process.
NYU’s Tandon School of Engineering was another partner. Two graduate engineering students were part of the design team for the first two years of the program, helping to facilitate the maker activities in the schools and design the curriculum materials.
Education Development Center (EDC) was the research partner, organizing and documenting the design and implementation process and working closely with SRI International to collect and analyze additional quantitative data.
The first step in the collaborative design process was to have the director of the ASD Nest Support Project and an EDC researcher meet with the principals at each of the three participating Nest middle schools. We gave the principals an overview of the project goals and research plan, but we spent most of the time listening to what the principals wanted, how they imagined making could benefit their students, and how it could fit within their school’s culture and normal practices. For example, one school had existing lunchtime clubs, so we decided to conduct the program as a lunch club twice a week. The other two schools already had afterschool programs, so it made sense to offer the Maker Club after school once a week.
Year 1
In the first year of the project, before beginning the design process, team members participated in cross-trainings to ensure that all understood making and autism support techniques. Subsequently, design team members met biweekly to go through each of the activities in the NYSCI 3-D Design and Fabrication Maker Program. During these meetings, team members brainstormed ways to break up the activities into smaller and more manageable chunks, provided additional information for educators new to making, and identified autism supports that might be useful, such as checklists and visual templates.
In the spring of the first year, we pilot tested the draft program. A maker educator from NYSCI facilitated the activities, with help from the teachers on the design team and graduate students. EDC researchers observed all of the sessions and later interviewed teachers and students about their experiences. Over the summer, we further adapted the curriculum to enable teachers with no maker program experience to facilitate the activities as well.
Year 2
In the second year, the teachers on the design team piloted the lessons with help from the graduate students. At the middle and end of the year, we debriefed the teachers on their experiences and gathered feedback to inform the next iteration of the curriculum.
Year 3
In the third year of the program, the teachers on the design team implemented the revised program on their own. Midway through the year, we conducted a final debriefing session to gather feedback for the final revision of the curriculum. We also discussed possible ideas for sustaining the program after the grant ended, integrating making into science instruction more broadly, and further adapting the program for elementary, high school, or self-contained special education populations.
The IDEAS Maker Program
The IDEAS Maker Program curriculum is housed on the ASD Nest Support Project website. The curriculum has been designed as a set of 12 activities that build on one another:
1. One Sheet of Paper: Students make a 3-D object out of a sheet of paper and discuss the properties of 3-D objects.
2. Journal Making: Students create a design journal using various materials (e.g., cardstock, string, decorations) and tools (e.g., hammer, nails, sewing needles). This activity introduces students to the need to document their ideas and plans.
3. Intro to 3-D Printing: Students use different materials, such as their bodies, Play-Doh, glue guns, and foam core, to understand how a 3-D printer works and its limitations. This activity also introduces students to the EDP.
4. Wooden Blocks: Students create a 3-D version of their initials or names using wooden blocks and learn how to position them for optimal 3-D printing.
5. TinkerCAD: Students learn the basics of CAD design software and digital 3-D design by transferring the design of the wooden block initials to TinkerCAD.
6. Paper Circuits: Students create a paper circuit to light up an LED and learn about the flow of electricity and how LEDs work.
7. LED Greeting Cards: Students design a card for a special occasion that uses LEDs.
8. Motors: Students design a vibrating robot or other moving object using motors and other craft materials.
9. Final Project Sketching: Students brainstorm and sketch ideas for a final 3-D design project that uses the skills they have developed.
10. Prototype Take One: Students create initial prototypes to test ideas for their final project.
11. Prototype Take Two: Students expand on their first prototype to improve it and develop a final project.
12. Final Project Board: Students create a poster that presents the maker’s journey from the initial sheet of paper to the final 3-D printed object.
We conclude the program with a showcase, in which students present posters and the various projects they made in the club. These showcases take place at their individual schools, with peers, teachers, administrators, and parents attending, and also at NYSCI, where they show their work to the makers and teachers from other schools as well as the general public. At the end each student is presented with a certificate of completion.
The curriculum comes with detailed instructions for teachers on facilitating the activities (Figure 11), as well as the following:
- A materials list for the specific activity
- Information about how to prepare for each lesson, including suggested language to use
- Guides and links to videos showing how to facilitate the final project brainstorming discussions
- Checklists for supporting executive function
- A master materials list to use when ordering materials before the program starts
There are also additional visuals to support all students, but particularly students on the autism spectrum. For example, although anyone who participates in maker programming will likely engage repeatedly in the EDP, the curriculum includes a visual model of the EDP for teachers to put up as a poster and for students to include in their design notebooks. The latter enables students to refer to the EDP throughout the program, to help them see where they are in the process, and to make it clear that obstacles such as prototype failures are not a problem but an integral part of the design process (Figure 12).
While the program has a detailed curriculum, teachers were able to use its materials flexibly, taking components they needed, improvising, and even creating additional materials such as PowerPoint slides listing each activity’s objectives. This flexibility meant that some students chose to participate in the club more than once over the years. Even though the sequence of activities was the same, students could make unique objects each time, so they remained engaged with the process.
Table 1
Different implementation formats for the IDEAS Maker Program
Table 2
IDEAS Maker Program participation over three years
In this final year, the IDEAS Maker Program was implemented at the three participating schools in three different ways (see Table 1). Teachers had no difficulty recruiting for the clubs. About 25% to 50% of the students in each club were on the autism spectrum (see Table 2). All of the teachers from the design team were able to run the program without any assistance from researchers, museum staff, or graduate students. In addition, they were able to order most of the materials through their district purchasing system.
Data collection and initial findings
Throughout the project, the research team has collected the following data about the program, on which we will report in this article[1]:
- Observations of the program sessions
- Interviews with teachers, principals, students, and parents
- Audio and video recordings of five students’ (four on the spectrum) social interactions over two weeks for a pilot study
Our findings from the observations and interviews indicate that interest-driven maker programming is well-suited to supporting the way youth on the autism spectrum think, work, and interact. All of the students on the spectrum successfully completed program activities and final projects and presented their projects at the maker showcases. Teachers running the program reported that they needed fewer ASD supports in their Maker Clubs than they typically needed during the school day, and that students were able to work through frustration, initiate and complete projects based on their interests, and socialize with peers far more than they did during the school day. Of particular note are some individual cases:
- Robert[2] was very interested in science and spent science class constantly asking questions related to his own interests rather than the topic being taught. Teachers reported that once he joined the Maker Club, he was able to “save up” his off-topic questions, discuss them with the science teacher who co-led the club, and delve deeply into his interest in electronics. Robert created his own laptop computer as his final project.
- Eduardo was socially disengaged and would pace and talk to himself about his personal interest in geopolitics during class and lunchtime. In the Maker Club, he designed a project based on this interest—a board game on the colonization of Africa. He also discovered that another student in the Maker Club shared his interest, and they developed a friendship that extended outside of the club. His pacing and self-talk during the school day decreased.
- Cooper was socially disengaged from his peers and would spend a lot of time scripting, or repeating things to himself, instead of engaging in conversation with others. In class, he would only do the bare minimum of work to get by. In the Maker Club, however, he was extremely productive, quickly coming up with project ideas that reflected his interests in food and internet memes and designing objects such as a cupcake maker and a meme bingo game. He would talk to his peers about the things he made with a sense of humor that his teachers and peers had not seen before.
We also conducted a pilot social engagement study that analyzed video of five students over two weeks of the program. We analyzed the video using existing ASD research protocols (Bauminger 2002; Usher et al. 2015). The analysis of the pilot data showed that three out of the five observed Nest students engaged in social interactions for over 50% of the observed time, a higher rate than the general education students. This interaction was characterized by increased frequency of spontaneous social initiation, attentive responses to others, and reciprocal conversations with peers (Koenig, Martin, Vidiksis, and Chen 2018). Teachers elaborated on these findings in interviews. For example, one teacher expressed the following about a boy in the club:
"He started off as someone who was completely isolated, struggling. When we first met him he would cry often. He would be in the hallway at least three times a day. School was overwhelming; it triggered so many things. And then he joined the club and he found friendship… He found other people that have the same targeted interests as him.”
When a teacher from another school was asked if she had observed any program-related benefits carrying over into the regular school day, she said:
"I think the social component of it. I supervise lunch duty and I see them sitting together and I see [non-Nest] students now interacting with the [Nest] students, who they wouldn’t interact with [before]…Part of the reason why they’re interacting with each other is because they have something in common to talk about.”
A teacher described a particular interaction a student made during the Maker Club:
"He initiated a meaningful interaction with two girls who he doesn’t talk to on a regular basis. That was one example where I saw that he was able to move past himself, be able to read the room, find something that he liked, and then initiate an interaction. I thought that was something that I really was able to see that was different from before.”
Lessons learned
The process of codesigning and iteratively testing a maker program in autism-inclusion middle schools has helped us learn a number of important lessons about program development that can be applied to similar efforts:
- Build a shared understanding across partners. The project team started with a general goal of bringing maker programming to autism inclusion schools in New York City. However, because the partners came from different disciplines (autism support, education, informal STEM programming, research, and engineering), we had to make a concerted effort to understand what that meant from each other’s perspectives. Having all of the project team members trained in autism support techniques and maker education helped us build knowledge and empathy. In addition, having multiple stakeholders participate in the design meetings was essential for ensuring that the program design choices made sense to all of the participants.
- The program should address the needs and contexts of schools. It would be futile to develop a program that would not work within the norms and constraints of the schools for which it was created. Rather than diving into the program design and then later trying to convince schools to use it, we started with the notion that administrators and teachers at the participating schools had to set the parameters within which the design team had to work. We conducted the iterative testing in the settings in which the program would take place so we could immediately understand the challenges and opportunities within those environments.
- Knowledgeable, school-based facilitators should run the program. One key element of this program is that it was intended to be run by teachers, particularly special education teachers, from the schools in which it takes place, and not by outside informal educators. This is crucial for a number of reasons. First, all of the teachers in these inclusion schools have training in autism support techniques and are experienced working with this population. Second, many of the teachers knew the specific students in the program and therefore understood what particular techniques worked for them. Third, because of the need to organize and store materials and student work, having teachers who were familiar with the building and who had easy access to classrooms and storage spaces was valuable.
- Making can help educators know their students better. Because making allows participants to pursue interests in the depth and the ways that they want, students on the autism spectrum needed fewer supports in the program than they normally needed in class. Facilitating the maker program gave teachers an opportunity to see what their students on and off the spectrum were capable of accomplishing without the pressure of covering subject area content. Some students were able to engage productively and interact with peers in ways that the teachers had never seen before. That changed the teachers’ expectations of their students.
- Making lends itself to universal design for learning (UDL). Many of the characteristics of maker programming—it is hands-on, visual, kinesthetic, and allows participants to work at their own pace and express themselves in various ways—make it consistent with UDL principles. The instructional supports we developed, such as checklists and visuals, could benefit everyone.
We hope to see the IDEAS Maker Program sustained in the three participating schools, to scale the program to other middle schools, and to create versions for older and younger students, self-contained classrooms, and other districts. We are even considering initiating a new design process in a teacher education program. To learn more about IDEAS, please see our National Science Foundation STEM for All showcase video or listen to podcasts about the program available on the No Such Thing podcast.
Acknowledgment
The program and research described in this article were funded by the National Science Foundation (grant #1614436).
[1] In this final year of the program we are also collecting data that we will report on in a future article:
- Surveys of students’ STEM self-efficacy and career interest based on validated surveys (Bathgate, Shunn, and Correnti 2014; Chen and Usher 2013; Kier et al. 2014) and their understanding of the engineering design process (EDP).
- Assessments of students’ understanding of the EDP based on a validated assessment (Hsu, Cardella, and Purzer 2012)
- Audio and video recordings of 12 students’ social interactions over eight weeks
[2] Names have been changed to protect student privacy.
Wendy Martin (wmartin@edc.org) is research scientist at Education Development Center in New York, New York. Regan Vidiksis (RVidiksis@edc.org) is research associate at Education Development Center in New York, New York. Kristie Patten Koenig (kristie.koenig@nyu.edu) is principal investigator of the ASD Nest Support Project and chair of the Department of Occupational Therapy at the Steinhardt School of Culture, Education, and Human Development at New York University in New York, New York. Yu-Lun Chen (ylc317@nyu.edu) is a PhD student in the Department of Occupational Therapy at the Steinhardt School of Culture, Education, and Human Development at New York University in New York, New York.
citation: Martin, W., R. Vidiksis, K. Patten Koenig, and Y-L Chen. 2021. Making on and off the spectrum. Connected Science Learning 1 (10). https://www.nsta.org/connected-science-learning/connected-science-learning-april-june-2019/making-and-spectrum
Brief
Design an Amusement Park
Engineering for Children With Autism
Connected Science Learning April-June 2019 (Volume 1, Issue 10)
By Hoda Ehsan, Elizabeth Gajdzik, and Monica Cardella

In the last two decades, precollege engineering education has become more prevalent. At the same time, the number of children diagnosed with autism is rapidly growing. Over half a million children with autism will enter adulthood in the next decade (Roux et al. 2013). Therefore, more than any time before, it is important to provide effective and appropriate engineering experiences for children with autism so that they can gain technology and engineering expertise, as well as competencies to become users and innovators of technology. Although some researchers have investigated the engineering thinking of elementary-age children, very few have focused on that of neurologically different children. Therefore, there is a need and opportunity to develop research-based engineering resources for neurodiverse children. In line with the call to diversify engineering education and support the engineering learning of all children, a group of researchers at Purdue’s INSPIRE Research Institute for Pre-College Engineering has started investigating aspects of neurodiversity in engineering education and developed a set of engineering activities for children with autism. Below, we share a design activity developed to engage children with autism in engineering.
Design an Amusement Park is a series of engineering design activities that provides opportunities for children with autism to engage in engineering thinking while having fun playing with toys. Currently, the activities are designed to be appropriate for two age ranges: lower elementary (ages 5–7) and upper elementary (age 8 above). In these activities, children are asked to design and build an attraction, such as a playground, skatepark, or rollercoaster, using a toy that encourages spatial thinking, engineering design, and creativity.
Design an Amusement Park activities can be adapted to formal and informal learning environments. The activities are group-based with adult (e.g., parent or educator) facilitation. A detailed adult guide is included at the beginning of each activity. The activities can be used with all children, but are designed with special considerations for children with autism. While designing the activities, we considered both possible strengths and difficulties of children with autism. Depending on the children, the activities can last 90 to 120 minutes, in one or more sessions.
In this Brief, we highlight the Roller Coaster Challenge, which is designed for upper elementary grades. The activity consists of seven main components:
- Read-aloud with a children’s book, The Most Magnificent Thing, which shares a fictional story about a girl’s adventures as an engineer
- First letter from the director of the amusement park, introducing the design problem
- Engineering design process
- Warm-up challenges to gain familiarity with the construction kit and its pieces
- Second letter from the director of the amusement park, a recap of the problem that also introduces criteria to consider
- A message to the director to guide children in evaluating their solution
- Certificate of “Young Engineer” to hand out at the end of the activity
The Roller Coaster Challenge was modified after conducting a qualitative case study. A case study is an empirical inquiry that can provide an in-depth exploration of a phenomenon (e.g., engineering design behaviors) within a “case” (Yin 2009). In this case study we focused on three pairs of parent and child with autism as they engaged in the roller coaster activity. The preliminary findings of our study revealed that children with autism can engage in all aspects of the engineering design process. However, not all of the children needed the included prompts and considerations. Thus, differentiation in using the prompts to meet individual needs is an important component of this and other activities designed for children with autism. Parents’ (or other adults’) support played an important role in the children’s engineering engagement, problem-solving, and persistence in troubleshooting.
This link captures research-based design considerations and adult facilitation strategies used in the development of these activities. The “Autism Considerations for Design Activities” table (see Resources) can serve as a guide for other researchers and educators who design learning materials for children with autism.
Other INSPIRE learning resources can be checked out here.
Hoda Ehsan (hehsan@purdue.edu) is a graduate student in the School of Engineering Education at Purdue University in West Lafayette, Indiana. Elizabeth Gajdzik (egajdzik@purdue.edu) is the assistant director of the INSPIRE Research Institute for Pre-College Engineering in the School of Engineering Education at Purdue University in West Lafayette, Indiana. Monica Cardella (cardella@purdue.edu) is the director of the INSPIRE Research Institute for Pre-College Engineering and an Associate Professor of Engineering Education at Purdue University in West Lafayette, Indiana.
They can say the word but can they explain what it means? The “illusion of explanatory depth”
By Peggy Ashbrook
Posted on 2019-05-13
The use of a particular word can support children’s communication about their understanding of natural phenomena and sometimes obscure the amount or depth of their understanding. A full day preschool class of 4-year-old children explored the use of motion in creating art over several weeks. They began by pouring, dripping, and flinging paints of various viscosities from cups onto sheets spread on the ground. As children prepared to work, teachers asked, “How can we get paint onto the cloth without using brushes?” “How the paint be pushed or pulled to the cloth?” “How can we make the paints do what we want them to?” One child said “Gravity does it!” and teachers defined it as a force that pulls objects to the Earth. After that when asked, “How did you make that happen?” many children would simply say, “Gravity,” although they had manipulated the cups and paint while taking the pull of gravity into account. Their understanding of gravity was that “it makes things fall” but were not clear that this is a pull.
When introducing additional activities teachers asked children to plan what push or pull actions they could make, and how they will use the pull of gravity, while using materials to create the artwork they wanted. They rolled marbles through paint on a paper-lined tray as they held it while tipping it back and forth; used a salad spinner to spin paper plates holding pools of paint—faster to spread the paint wider; and built mobiles attaching pieces that balanced (more or less) and turned freely in moving air.

Over time, and with discussion, children’s work moved from “let’s see what happens” with these materials to “what can I make happen?” By mixing in cornstarch children chose how thick to make their paint depending on whether they wanted the paint to pour and spin out, or “blob.” They chose to try using bigger balls in the painting tray, and chose to drip paint from spoons. Some began saying that “gravity is pulling the paint down when I pour” and that the marbles were pulled across the paint by gravity when children tipped the trays. They got the connection between the motion of the paint and a force called gravity, something to build on as they grow and learn more.
Older children also use vocabulary words without understanding the concepts they describe. Prompted by a blog post by Kevin Anderson of the Wisconsin Department of Public Instruction, middle and high school teachers are discussing this on the NSTA NGSS email listserv. Anderson described his own experience explaining what he meant when he used a word to explain a phenomenon. Students who use terms but don’t fully understand them give the “illusion of explanatory depth,” a description coined by Leonid Rozenblit and Frank Keil in 2002. In the listserv discussion, NSTA members recommend asking students questions such as, “Tell me what this means to you?” “Talk to me about it,” and “Tell me more.” These are useful questions to ask preschoolers to help them state their understanding.
Resources
Anderson, Kevin. 2019. Students Using Proper Science Vocabulary Can Mask Authentic Understanding. Wisconsin Science and STEM Education blog. April 17, 2019.
https://wisdpiscience.blogspot.com/2019/04/students-using-proper-science.html
Rozenblit, Leonid, and Frank Keil. 2002. The misunderstood limits of folk science: an illusion of explanatory depth. Cognitive Science. Cogn Sci. 26(5): 521–562.
Picture-Perfect Science Lessons, Third Grade
Ed News: Project-Based Learning Boosts Student Engagement, Understanding
By Kate Falk
Posted on 2019-05-10

This week in education news, the last decade has seen widespread degree inflation; NCSE has developed a series of five climate change lessons for science teachers; new Florida bill requires schools to place a stronger emphasis on vocational and technical training and apprenticeships; Colorado lawmakers consider new education bills that are directed toward attracting and retailing teachers in the state’s more remote rural school districts; new report aims to help employers assess the impact of their STEM talent development efforts; and 39 percent of California high schools offer computer science courses.
Even More Teachers Can Now Have Their TEACH Grant Debt Forgiven
So far, about 2,300 teachers have had unfair federal loans forgiven, NPR has reported—and due to rule changes by the U.S. Department of Education, thousands more could get help. The Teacher Education Assistance for College and Higher Education, or TEACH grant, is meant to incentivize aspiring teachers to work in short-staffed areas and low-income schools. Teacher-candidates who plan to teach in a high-needs field, in a high-needs school, for at least four years are eligible for the $4,000 annual grant. Read the article featured in Education Week.
What If We Hired For Skills, Not Degrees?
The last decade has seen widespread ‘degree inflation.’ But a growing movement of employers, workers and training groups offers a rebuke to a culture that exalts a bachelor’s as the gold standard for upward mobility. Read the article featured in The Hechinger Report.
When Teaching Climate Change, Tackle The Myths Along With The Facts, Researchers Say
New research shows that an effective way to make adults more interested in climate change is to teach their children about it in school. More classes have been tackling the subject with help from the National Center for Science Education. Read the article featured in the Los Angeles Times.
Florida Passes Bill To Promote Career Training In Schools
Florida schools will help students plan for careers even if they don’t want to seek a four-year college degree under a wide-ranging education bill sent to Republican Gov. Ron DeSantis on Thursday. The bill will require schools to place a stronger emphasis on vocational and technical training and apprenticeships, beginning with required courses for middle school students on career and education training. Read the article by the Associated Press.
Stipends, Mentorship Programs Among Colorado Proposals To Address Rural Teacher Shortage
As Colorado lawmakers consider several new education bills this year, at least two are directed toward attracting and retailing teachers in the state’s more remote rural school districts. These measures would add to several programs created last year through legislation, which was designed to attract new teachers. Read the brief featured in Education DIVE.
Report Proposes Common Definition For Successful STEM Talent Development
A new report by professional services firm STEMconnector defines a successful result for talent development in the STEM fields as the emergence of “a diverse and STEM-ready talent pool with the knowledge, skills, and mindsets needed to secure and succeed in careers today and in the future.” Read the brief featured in Education DIVE.
Project-Based Learning Boosts Student Engagement, Understanding
A group of about 40 sixth graders at Stony Brook School has been trying to figure out when and where the next earthquake will hit outside of North America. The students researched continental plates and convection currents; they practiced graphing earthquake magnitudes; they looked at case studies in China, Japan and Nepal and considered how people adapt to an earthquake-prone environment; and, ultimately, they had to make their case, in writing, for why they expect the next earthquake to hit when and where they say it will, backing up their hypothesis with a well-reasoned argument and evidence. Read the article featured in The Hechinger Report.
California Moves To Get More K-12 Students Into Computer Science Classes
More California K-12 students at all grade levels could have access to computer science classes if schools implement a plan unanimously approved by the State Board of Education. Read the article featured in EdSource.
Pre-To-3: New Certification Recognizes Strong Early-Childhood STEM Programs
Leaders at AdvancED, the certification’s developer, want relevancy for classrooms serving infants and toddlers, not just those entering schools. Read the article featured in Education DIVE.
Stay tuned for next week’s top education news stories.
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Managing an Active Class
By Gabe Kraljevic
Posted on 2019-05-10
How do you maintain classroom management and control during active science lessons? I am curious about how to keep students under control when encouraging movement and active involvement in teaching.
— A., Texas
I have always liked an active class—provided the activity is focussed on learning! Observing what is happening is important—so pick a spot in the room where the entire class is visible and set yourself up there. A corner is often the best. When helping someone, turn yourself to have as many students (or particularly sneaky ones) in front of you.
I think a key management strategy is having the class listen to you. Developing procedures to quiet the class is a good place to start. Use your teacher voice and be direct: “I need everyone back in their seats.”
Don’t talk over a class. Give one simple command and wait until all students have complied. Insist that students put everything down and face you before talking. When needed, you may want to count to three out loud. Most students respond quickly to this—especially if you have been using it all year.
A last resort for a rambunctious class would be to look at the clock and write the time you asked them to settle down on the board. Remain quiet until the last student is seated and looking forward. Write down this time. Add the delay time to the end of the period (provided it didn’t interfere with the next class or bussing). You’ll likely only need to do this once.
Hope this helps!
How do you maintain classroom management and control during active science lessons? I am curious about how to keep students under control when encouraging movement and active involvement in teaching.
— A., Texas
Supporting Emergent Multilingual Learners in Science, Grades 7–12
Ideas and inspiration from NSTA journals
By Mary Bigelow
Posted on 2019-05-09
Sometimes it seems like there are artificial boundaries in education: elementary vs. secondary, K-12 vs. higher education, middle school vs. high school. Having been an educator at all of these levels, I’ve found that there are more similarities than differences. If you take a few minutes to browse the table of contents for the journals that are outside your own teaching assignments (or read the blogs) you might identify a few articles of interest to download and read. For example, if you need a refresher on content, the secondary journals may help you. You may have students who could benefit from more advanced activities or students who need more fundamental experiences. You can see what the NGSS “looks like” at different grade levels. And get ideas for investigations that could be adapted for your grade level.
The Journal of College Science Teaching is another excellent NSTA resource with food for thought. It’s interesting that some of the articles in this higher education publication are about topics and issues with which K-12 teachers can identify, such as assessments, homework, the use of technology, and investigations. Even though the students described in these articles are older and more experienced, there are a lot of commonalities with science education at all levels. Best of all, unlike some higher education publications, the articles in JCST are very readable, not written in heavy “journalese.”
For example, in this year’s issues there have been articles about
- Organizing a course around a “big picture“
- Improving skills in using microscopes
- Helping preservice teachers analyze lessons for NGSS three-dimensional thinking
- Integrating technical writing in the laboratory
- Virtual vs face-to-face labs
- Difference between engagement and understanding
- Impacts of PowerPoint on learning
- Using the 5E format to create lessons from science research projects
- Practicing skills to enhance higher-order thinking
- Working with underrepresented students in science
- Modifying a traditional lab to enhance scientific reasoning
As an NSTA member you can download articles from all four journals as PDFs directly to your device. Or you can take advantage of NSTA’s Learning Center to save relevant articles in your own online library or organize them into a resource collection to share with colleagues.
Sometimes it seems like there are artificial boundaries in education: elementary vs. secondary, K-12 vs. higher education, middle school vs. high school. Having been an educator at all of these levels, I’ve found that there are more similarities than differences. If you take a few minutes to browse the table of contents for the journals that are outside your own teaching assignments (or read the blogs) you might identify a few articles of interest to download and read.



















