Our Research
We pursue a range of research projects, some that are externally funded and some that are done internally. Projects often have their own dedicated sites elsewhere. For information about a specific project, email Victor or a member of the lab.
Recent Past Projects
Secondary School Data Science Curriculum Analysis
This study was a comparative analysis of content and data sets used in current multi-week secondary school data science curricular programs.
Lee, V. R., & Delaney, V. (2022). Identifying the content, lesson structure, and data use within pre-collegiate data science curricula. Journal of Science Education and Technology, 31, 81-98. https://doi.org/10.1007/s10956-021-09932-1
Physical Activity Data Project
This multiyear project funded by the National Science Foundation involved studying and designing learning activities with wearable activity tracking technologie. The primary focus was upper elementary school and lower middle school, although some research was done related to adults and to high school students. Multiple data contexts were also researched to inform classroom design. While the project’s funding ended, papers continue to result from this project.
Tabletop2Screens: Board Games and Computer Science Education Project
This multiyear project based out of Utah State University involved designing “Unplugged-to-plugged” curricular units and support materials (including Scratch programming shells) to allow for computer science-themed board games to scaffold learning of computational rules and ideas. By design, this spanned learning activities taking place both in 5th grade classrooms and in school libraries.
Lee, V. R., & Delaney, V. (2022). Identifying the content, lesson structure, and data use within pre-collegiate data science curricula. Journal of Science Education and Technology, 31, 81-98. https://doi.org/10.1007/s10956-021-09932-1
Engagement in Makerspaces with Wearables
Using wearable electrodermal activity skin conductance sensing devices and cameras that were worn by each participating youth, the learning activities and indicators of high engagement moments were examined for a series of makerspace programs for adolescent youth in two makerspaces.
Sample publication:
Lee, V. R., Fischback, L., & Cain, R. (2019, 2019/10/01/). A wearables-based approach to detect and identify momentary engagement in afterschool Makerspace programs. Contemporary Educational Psychology, 59, 101789. https://doi.org/https://doi.org/10.1016/j.cedpsych.2019.101789
Situated Librarian Learning Infrastructure Project
With funding from the Institute of Museum and Library Services, we worked with rural public and school libraries that were developing maker education programs for adolescent youth who visited those spaces. A key question for this project was about what opportunities and resources could best support librarians and other library professionals (youth program directors at libraries) in learning to organize and lead maker education programs. In addition, we were exploring what kinds of low-floor activities could be easily and comfortably introduced in rural libraries.
Sample publication:
Lee, V. R., Rogowski, A., Shehzad, U., & Recker, M. (2021). Unplugged-to-Plugged Computer Science at the Library. Teacher Librarian, 48(3), 34-39.
Lee, V. R., Recker, M., & Phillips, A. L. (2018). Conjecture Mapping the Library: Iterative Refinements Toward Supporting Maker Learning Activities in Small Community Spaces. In J. Kay & R. Luckin (Eds.), Rethinking Learning in the Digital Age: Making the Learning Sciences Count, 13th International Conference of the Learning Sciences (ICLS) 2018 (Vol. 1, pp. 320-327). London, UK: ISLS.