There is concern about the low numbers and diversity of young people choosing careers and study subjects in science, technology, engineering and maths (STEM) at university and beyond. Many interventions aimed at addressing this issue have focused on young people aged 14+ years old. However, these interventions have resulted in little improvement in the numbers and diversity of young people progressing into STEM careers. The aim of this study is to ask "What are the affordances of a Theory of Change (ToC) for increasing the diversity and number of young people choosing a career in STEM post-18?" An innovative ToC is introduced which provides the theoretical underpinnings and context for the complex mix of interventions necessary to lead to a significant change in the number and diversity of those choosing STEM careers. Case studies of interventions developed using the ToC are presented. This approach, and associated ToC, is widely applicable across STEM, education and public engagement fields.
A major focus in the science, technology, engineering and mathematics (STEM) public engagement sector concerns engaging with young people, typically through schools. The aims of these interventions are often to positively affect students’ aspirations towards continuing STEM education and ultimately into STEM-related careers. Most school engagement activities take the form of short one-off interventions that, while able to achieve positive outcomes, are limited in the extent to which they can have lasting impacts on aspirations. In this paper, we discuss various different emerging programmes of repeated interventions with young people, assessing what impacts can realistically be expected. Short series of interventions appear also to suffer some limitations in the types of impacts achievable. However, deeper programmes that interact with both young people and those who influence them over significant periods of time (months to years) seem to be more effective in influencing aspirations. We discuss how developing a theory of change and considering young people’s wider learning ecologies are required in enabling lasting impacts in a range of areas. Finally, we raise several sector-wide challenges to implementing and evaluating these emerging approaches.
This research to practice full paper presents the results from using a games design intervention to encourage diversity in the uptake of computer science by young people, explore stereotypes with them and increase their awareness of careers in the sector. The intervention is based on an integrated pedagogical framework appropriate for use with primary age school children (age 7-11 years). Despite the increasing use of technology, the percentage of young people taking up a computer science education-career path remains stubbornly low in the UK and across a number of other countries, particularly for females and those from lower socioeconomic backgrounds. Previous research suggests that games can be used to generate interest and engage young people with computer science. Other studies advocate targeting young people at an earlier age (7 years or below) and sustaining engagement throughout their education to widen participation in a particular sector. In this intervention, young people designed and developed individual games through a three stage process: design and story development; game building; testing and evaluation. This research adopts elements from two pedagogical learning theories Direct Instruction and Cognitive Constructivism to create an integrated pedagogical framework to support the game creation process and enable effective learning. This provides an approach that can cater for a range of participants' abilities along the novice-expert spectrum and provide an engaging and age appropriate educational experience.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.