Affordances of Technology for Sustainability-Oriented K–12 Informal Engineering Education

Author:

Beheshti Mobina1ORCID,Shah Sheikh Ahmad2ORCID,Zhang Helen2ORCID,Barnett Michael2ORCID,Hira Avneet1ORCID

Affiliation:

1. Department of Engineering, Morrissey College of Arts and Sciences, Boston College, Chestnut Hill, MA 02467, USA

2. Department of Teaching, Curriculum & Society, Lynch School of Education and Human Development, Boston College, Chestnut Hill, MA 02467, USA

Abstract

The need for sustainability-oriented K–12 engineering education that expands beyond the classroom and the increased accessibility of educational technologies create an opportunity for examining the affordances of educational technologies in low-stakes informal engineering education settings. In this paper, we share our experiences of using novel technologies to develop sustainability-oriented mental models in K–12 informal engineering education. Through the use of technologies including Augmented Reality (AR), Virtual Reality (VR), Minecraft video games, Tinkercad (browser-based application for computer-aided design (CAD)), and physical computing, we have designed and tested approaches to introduce students to engineering design and engineering habits of mind with an overarching theme of developing sustainability-oriented mental models among K–12 youth in informal engineering education spaces. In this paper, we share our approaches, and lessons learned, and outline directions for future research.

Funder

startup research funds

NSF DRL Award

Publisher

MDPI AG

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