Increasing STEM Interest through Coding with
Microcontrollers
Sandra B. Nite
Department of Mathematics)
Texas A&M University
College Station, Texas USA
ORCID 0000-0002-0181-1150
Ali Bicer
School of Teacher Education
University of Wyoming
Laramie, Wyoming USA
[email protected]
Abstract—This research-to-practice full paper presents a study
about capturing student interest in computer science. Constructing
new knowledge through doing provides an effective pedagogy to
increase interest in STEM fields. Coding has become increasingly
more important in most career fields, STEM and non-STEM, as
technology advances permeate every aspect of our lives. Summer
camps offer informal learning opportunities that allow students to
engage in STEM activities collaboratively. This study, using a
microcircuit kit to introduce basic coding concepts, is seen through the
lens of culture, cognition, and literacy. Common themes when defining
culture include united standards, common past, shared linguistics, and
collective behavior patterns. Cognition comprises knowing,
remembering, and judging with the ultimate goal of problem-solving.
The cognition of this informal learning experience focused on coding
concepts as related to interacting with a microcircuit kit. Literacy, in
general, is based on three components: print knowledge, phonological
awareness, and oral language. STEM literacy is the ability to develop
fluency in STEM such that an individual can express ideas plainly and
persuasively, and challenge personal reasoning and thinking. The
theoretical framework combines two ideas: 1) situated learning, from
John Dewey’s theory of experiential learning, and 2) pathways to
STEM. Situated learning-based constructivism, occurs in social
contexts where knowledge develops through experience, practice, and
engagement. As learners develop meaning, competence, and
knowledge, they construct identities through blending culture,
cognition, and literacy. Recommendations for facilitating pathways to
STEM careers include reducing STEM participation barriers for all
students. Also recommended is incorporating technology,
demonstrating relevance, using collaborative teamwork to cultivate
social support systems, and hands-on activities with investigative
learning. The research question was, “What effect did a summer camp
experience that included microcontroller kits have on student
knowledge of circuitry, microcontrollers, coding, and computing
careers?” Rising 7th-12th grade students participated in a summer
camp in the western part of the US. They engaged in four mini-courses,
one of which was working with microcontroller kits. These kits
required students to create circuits that performed actions such as
flashing light, buzzers, and pitched sounds. Although some students
created codes from scratch, most students downloaded and edited code
to perform the various functions. Students (N = 30) completed a pretest
and posttest to assess their knowledge of circuitry, microcontrollers,
and coding. There were 19 males and 11 females in the study, with
foster students, students with learning disabilities, and diverse
ethnicities represented. A paired-sample t-test was conducted to
determine whether the scores from pre and post were statistically
significantly different. Hedge’s g effect size was calculated. Mean
scores from the pretest and posttest increased from 6.63 to 8.20 and
were statistically significantly different (p = 0.018). Hedge’s g effect
size showed practical significance. Additionally, several students
XXX-X-XXXX-XXXX-X/XX/$XX.00 ©20XX IEEE
Kimberly C. Currens
Teaching, Learning & Culture
Texas A&M University
College Station, Texas USA
[email protected]
Rayan Tejani
Allen Academy
Bryan, Texas USA
[email protected]
spent extra time at every opportunity, to use their microcontroller kits
to expand or create additional projects.
Keywords—coding,
computer science
microcontrollers,
summer
camp,
I. INTRODUCTION
The shortage of STEM majors and workers in the U.S. has
been a concern for a number of years. In 2012, it was estimated
that the U.S. was still short one million STEM workers and
needed to increase the number of undergraduate STEM degree
recipients by about 34% annually. For degrees earned in 20032004, 35% of students who began in a STEM field completed a
STEM degree. Among those STEM majors, computer science
was the lowest at 24% of the degrees [1].
A. Coding for All
Coding and computer science are becoming increasingly
important and useful in a myriad of careers outside the usual
STEM fields that use these skills. The importance of computer
science is evident not only in the recommendations by the
President’s Council of Advisors on Science and Technology
(PCAST) but also in the National Science Foundation (NSF)
funding opportunities. Most general STEM initiatives include
tracks for coding and computer science, but there are multiple
requests for applications (RFP) such as STEM + Computing K12 Education (C+STEM) and Computer Science for All
(CSforAll) focused entirely on computer science. (See
https://www.nsf.gov/funding/azindex.jsp?start=C).
B. Theoretical Framework
The theoretical framework for the study is based first on
John Dewey’s theory of situated, experiential learning. This type
of learning occurs in social contexts, inside or outside
classrooms, where knowledge develops through experience,
practice, and engagement [2]. Thus, hands-on learning of reallife applications such as working with circuitry and
microcontrollers, where students collaborate to complete the
tasks, is an example of an experiential learning experience [3].
Often STEM summer camps have recognized the need for
experiential learning or constructivism to maintain student focus
and interest and as a more effective learning method than lecture
and practice exercises [4, 5, 6]. Students in the camp for this
study engaged in creating circuits to perform various tasks as
shown in Table 2. Through these exercises, they constructed
their own learning about circuitry. Camp instructors circulated,
asking students to show and explain their circuits to help ensure
that they were learning from the experience of creating the
various circuits. The second theory from which our framework
evolved is that of facilitating pathways to STEM.
Recommendations include reducing barriers to STEM
participation, especially for subpopulations underrepresented in
STEM, including women and minorities [7]. Most of the
students in this study were provided partial or full scholarships
to allow them to participate in the summer camp, thus reducing
one barrier to STEM participation. Foster students and students
with learning disabilities were also included in the participants.
Incorporating technology, demonstrating relevance, and using
collaborative teamwork are ways to reduce additional STEM
barriers [8]. The educational process in STEM as well as other
areas encompasses culture, cognition, and literacy as partners in
learning. Teachers provide a certain classroom culture for
students to learn [9]. With experiential learning, students need a
culture of acceptance and of expectation that the problemsolving process involves failure and redesign as part of learning.
Cognition is an essential element in the learning process that
occurs in the brain when students know, remember, and evaluate
the processes and outcomes of their learning experiences [10].
Literacy originally referred to reading and writing abilities, and
was considered a crucial precursor to academic accomplishment
[11]. Literacy has been applied to other educational contexts,
such as computers. As technology has become more ingrained
into our everyday lives, it has become apparent that a certain
competency with computers is very important. Thus, for some
time now efforts have been made to distinguish and define
computer literacy situated in our world today [12]. The summer
camp activities with coding and microcontrollers provided an
opportunity for students to engage in hands-on learning in an
informal classroom setting and engage with their peers as they
learned to create circuits and edit and create code to use those
circuits to perform tasks such as flashing light, buzzers, and
digital musical pitches that are used in many technological
applications in their daily lives. Students’ interest was piqued
because they experience flashing lights and buzzers every day,
but now they had a chance to create them and understand how
they worked. They were also given the choice to expand their
projects further with their own ideas, as explained and illustrated
in the results.
C. Background on STEMS Camps that include Coding
Summer STEM camps have been one of the responses to
the need to engage students in STEM experiences that could
increase their interest in engineering and other STEM studies
and careers. In recent years the technology piece of STEM in
the form of coding has moved to the forefront of many efforts.
Some camps, such as the one in this study, have a goal of
providing several different STEM experiences, with coding
being one of those [13, 14, 15]. Other camps have focused on
only one topic, such as robotics, 3D design, astronomy,
aerospace engineering, or coding. Coding camps have slightly
different approaches and perspectives, although they all focus
on increasing student content knowledge and interest in
computer science. Very few actually measure the increase in
content knowledge, but most use surveys for student selfassessment of knowledge and/or STEM interest [4, 6, 14, 15,
16, 17, 18, 19].
Coding camps have taken somewhat different approaches to
engage and interest students. Appealing to students’ personal
relevance with projects has been the hook for some coding
camps [5]. Research that shows students, including those most
underrepresented in engineering, are attracted by contributions
to social issues has influenced coding camps to try to appeal to
students from that perspective [4, 6, 16, 19].
D. Research Question
The research question for the study was “What effect did a
summer camp experience that included microcontroller kits
have on student knowledge of circuitry, microcontrollers,
coding, and computing careers?”
II. METHODOLOGY
A. Summer Camp Description
Secondary school students attended a one-week summer
STEM camp (N = 46) on one of two university campuses in the
western U.S. Scholarships were provided to many students,
allowing the camps to serve underrepresented populations in
STEM. Students applied for the camp, but the only requirement
was to provide evidence that they were rising 7th – 12th graders,
for one university, and aged 14-21 secondary students as
required by the funder in the other camp. Table 1 shows the
demographic make-up of the students. In addition, at least 5
foster students and 3 additional students with disabilities were
served. IRB approval was obtained for the testing. Students
completed the test online before instruction began the first day
of the 5-day camp and again at the end of instruction of the last
day of camp.
TABLE I.
Race/
Ethnicity
White
GENDER AND ETHNICITY
Gender
Female
Male
9
15
Hispanic
5
7
Asian
African
American
TOTAL
4
4
0
2
18
28
One of the four mini-courses each day was working with
Arduino-based microcontroller kits. Each day’s agenda
involved circuitry and/or coding activities to accomplish tasks
and learn definitions and concepts in circuitry and coding. Table
II lists some of the tasks and concepts addressed each day.
Students worked through lessons at their own pace, with
instructors circulating to ask and answer questions about the
concepts and processes students followed and to help students
trouble-shoot any issues in their circuitry or code. As they
circulated, instructors asked students to explain concepts to
ensure they were not following circuitry instructions without
learning concepts.
MICROCONTROLLER LESSONS
Tasks
Concepts
Light up LED
polarity, Ohm’s
Vary LED color
Law, analog vs.
Create RGB night
digital
light
arrays, resistors,
Activate buzzer
for loops,
Create a tune
measuring elapsed
Call/Response Game
time
Create a motion alarm
digital sensors,
Code distance sensor
servo mechanisms
Create LCD displays
pixels, algorithms,
Code temperature
strings, pointers
sensor
input voltage,
integrated circuits,
Use motor to create
autonomous
robot
vehicles
TABLE II.
Day
1
2
3
4
5
B. Instrument and Analyses
Researchers created a 15-question pre/post-test to assess
student basic knowledge about microcontrollers and coding (see
Appendix). Questions were related to concepts addressed in the
microcontroller lessons. Pre- and post-test means and standard
deviations were calculated to see whether there was an
improvement in knowledge. Some students only attended four
days, missing the first or last day of the camp, and a few that
were present failed to complete the pre- or post-test. A paired
samples t-test was conducted (N = 30) for the complete sets of
scores rather than imputing values. Hedge’s g effect size was
calculated.
C. RESULTS
Analysis of the pre/posttest responses through an
independent samples t-test (not paired) using the scores from all
46 students revealed that the students increased in knowledge of
circuitry, microcontrollers, coding, and computer careers
overall.
Table III shows the means and standard deviations from the
pretest and posttest. The paired samples t-test yielded a test
statistic of 2.508 (p = .02), showing a statistically significant
difference in scores before and after the microcontroller
experience. The Hedge’s g effect size for this difference was
0.47, and the confidence interval associated with this effect size
was (-0.04, 0.98). This shows a practical significance because
educational interventions rarely yield high effect sizes, and
positive changes show that the intervention could be impactful
over time. Fig. 1 illustrates the means and confidence intervals
for the pre- and post-tests scores. See the Appendix for the
questions on the pre/post-test.
TABLE III.
Fig. 1.
MEANS AND STANDARD DEVIATIONS
Pretest
Posttest
Mean Score
6.63
8.20
Standard Deviation
2.82
3.71
Pre-test and post-test scores
The results of individual questions on the pre/post-test were
examined to see where students had the greatest gains in
knowledge. The four questions with the greatest gains were two
questions about the use of microcontrollers in the real world, a
question about characteristics of a potentiometer, and a question
about the colors of light than can be produced with an RGB
LED. Table IV gives the percentage of students who answered
each question correctly on each test.
PRE- AND POST-TEST PERCENTAGES CORRECT
Question
Pretest %
Posttest %
Number
Correct
Correct
1
77
70
TABLE IV.
2
57
80
3
57
60
4
20
30
5
57
73
6
40
40
7
27
50
8
33
43
9
27
57
10
37
47
11
57
67
12
43
43
13
40
63
13
60
57
14
40
63
15
33
40
Fig. 3 shows a student working with her circuits on her
microcontroller kit. Students were allowed to create their own
designs when they finished the required lesson and had
remaining time. The students in Fig. 2 were fascinated by the 3D
printer and wanted to create a time-lapse video of the print
process. They taped a cell phone to the front of the 3D printer,
but after a period of time, the light went out in the printer. Thus,
they began the design process to use the microcontroller kit
components to achieve their goal. They calculated how often the
light went out on the printer and tried to use a timer to turn it
back on. That did not work very well, so they redesigned. In the
final design that worked, they put a light sensor inside the printer
and taped a switch arm next to the button on the outside of the
3D printer. When the light went out, the light sensor then caused
the arm to hit the button that turned the light back on.
Students creating
microcontroller.
Fig. 2.
Fig. 3.
time-lapse
video
using
a
Student working on microcontroller circuitry.
A student who was particularly interested in the
microcontroller lesson on sound wanted more than the three
notes programmed with the three buttons in the kit. He
programmed his circuit so that he could make a quick change to
move the notes up to the next set of notes. The instructors loaned
him buttons from the extra kit, and he programmed his
microcontroller to be able to play two octaves (15 notes). This
opportunity to work with microcontrollers showed students the
myriad of applications of microcontrollers possible.
The examples of students who used their knowledge in new
situations of their choosing illustrate the culture of the camp that
encouraged students to explore deeper the areas of interest in the
camp. When they completed the required circuits and coding,
they were allowed to work on something of interest, and
instructors encouraged them and gave them suggestions to try
when needed.
D. DISCUSSION
The main purpose of this study was to explore the effects of
an Arduino-based coding/microcontroller intervention on
middle and high school students’ knowledge related to
electricity. The findings revealed that students developed their
electricity knowledge statistically significantly after
participating in microcontroller and coding activities in a STEM
summer camp. This result is consistent with that of a previous
study, in which researchers found that students who participated
in microcontroller and coding informal activities improved their
motivation towards STEM majors and careers [20]. However,
there were no studies found that focused on how students’
specific knowledge (e.g., electricity) changed after they received
a microcontroller and coding intervention. Therefore, this study
is timely to address this gap by revealing the positive effects of
informal microcontroller and coding activities on middle and
high school students’ knowledge related to the concept of
electricity. This result can be explained by the fact that students’
learning of abstract science-related concepts can be fostered
through applying tangible objects [21, 22]. Since students often
do not make direct observations of the electricity-related
concepts in daily life, applying microcontroller and coding
projects through the Arduino tool made their learning
meaningful. For example, students observed how and why the
street lights come on at night but not during the day, based on
the level of lights coming to the light sensor. The most essential
part of these projects is allowing students to construct all the
circuits from scratch, writing coding, and making changes on the
coding to observe how different variables and concepts are
related to each other. Our findings and explanations can be
supported by Confucius’ well-known quote that, “I hear and I
forget. I see and I remember. I do and I do understand.” Students
in this project had opportunities to learn the concepts through
setting up mini-projects and writing codes to observe how to
transfer data from computer to microcontroller as opposed to
many traditional classrooms in which students primarily
memorize the scientific concepts and not provided with
extensive opportunities to practice these concepts through
tangible objects. Developing students’ knowledge in STEMrelated concepts (e.g., electricity, coding) through enabling them
to apply hands-on projects may also develop their interest in
computer engineering majors and careers. This can be explained
by Bandura’s socio-cognitive theory, in which he noted that
learning occurs in a social context with a dynamic interaction of
the person, environment, and behavior [23]. Because students
who received the intervention actively collaborating with others
to set up their projects as active members of their assigned
groups. They learned through observing and discussing the
circuitry with each other. They corrected their own or group
members’ mistakes and misconceptions through communicating
with others. In general, the implications of implementing coding
to communicate through microcontrollers with middle and high
school students can advance their knowledge related to
electricity and coding concepts, and this may lead them later to
follow engineering majors and careers when they are more
confident in their circuitry background knowledge.
The use of microcontroller kits for circuitry and coding can
be very beneficial and effective in increasing student knowledge
about career opportunities and pathways involving computer
science. The advancement of opportunities for students to
engage in these activities in formal and informal venues can
engage students in ways that further their knowledge and
interest. The camp experience in this study showed researchers
and instructors how much students learned and enjoyed the
experiences. Many students expressed their surprise at what they
learned and how much they enjoyed it, especially some whose
parents sent them to camp even though they were not initially
particularly interested in coming to the camp. Culture, cognition,
and literacy combined to provide a flexible learning experience
for students. The culture set by instructors allowed students to
design and solve their own microcontroller problems and
projects, based on the literacy and cognition provided through
the required circuitry and coding lessons. Students worked
collaboratively with microcontroller kits and coding with
computers. Most students paid little to nothing for the camp
experience, and the funding provided allowed students
underrepresented in STEM, including foster children, to
participate in experiences not often available to them.
ACKNOWLEDGMENT
The authors appreciate the support of the University of
Wyoming College of Education, University of Wyoming
College of Engineering and Applied Science, and Texas
Workforce Commission for funding that supported the camps
through scholarships and materials.
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Appendix. Microcontroller Test
1. A MICROCONTROLLER
is a small portable computer.
takes inputs and interprets the information to control outputs.
relates electronics to the physical world.
All of the above are true.
None of the above are true.
2. MICROCONTROLLERS ARE USED IN WHICH OF THE FOLLOWING?
measuring pollution in a stream
timers in a microwave
heart pacemakers
all of the above
one of the above
3. WHICH OF THE FOLLOWING IS NOT TRUE OF LEDS?
LEDs are lights made from silicon dioxide.
LEDs have a positive and a negative leg.
LEDs only let electricity flow in one direction.
LEDs have a built-in resistor.
4. RESISTORS
are marked by strength in volts.
increase the flow of electricity.
restrict the ohms in a current
contain colored bands to represent numbers.
5. WHICH OF THE FOLLOWING HAS POLARITY?
LED
resistor
potentiometer
photo resistor
6. COLORED PLASTIC COVERING WIRES INDICATES WHETHER THAT WIRE CAN BE USED FOR POWER OR FOR GROUND.
True
False
7. WHICH OF THE FOLLOWING IS NOT TRUE ABOUT A POTENTIOMETER?
It is a resistor.
It can adjust sound volume.
It is polarized.
All the statements are true.
8. DIGITAL SIGNALS ARE MADE OF AN INFINITE NUMBER OF VALUES.
True
False
9.AN RGB LED CAN ONLY SHOW RED, GREEN, OR BLUE LIGHT.
True
False
10. WHICH OF THE FOLLOWING IS NOT TRUE OF BUTTONS?
They only remain on while they are pressed.
They differ in color based on how they behave.
They can be used to reset something.
They are not polarized.
11. ELSE IF STATEMENT
are the same as nested If statements.
repeat a section of code a set number of times.
determine which section of code to run based on the truth of a statement.
can only run one logic test per statement.
12. A FOR LOOP
repeats a section of code a set number of times.
utilizes a counter.
uses the letter i as a variable.
all of the above.
13. WHICH OF THE FOLLOWING IS NOT TRUE OF AN ULTRASONIC DISTANCE SENSOR?
It measures distance using sound waves.
It senses the presence of an object.
By law, it cannot use lasers.
It can be used to calculate speed and acceleration.
14. LCDS
can show letters and numbers.
are dangerous for use in watches.
do not work well in calculators.
have a fixed brightness that only changes when the LCD is burning out.
15. WHICH OF THE FOLLOWING ARE NOT POLARIZED?
batteries
buttons
buzzers
All of the above are polarized.