This paper summarizes the effectiveness of an NSF-funded project (NSF EHR:BSCER: 2225306), which used culturally responsive and gamified instructional strategies to support migratory adolescents’ STEM interest, self-efficacy, and STEM career aspirations. A migratory adolescent is a child/youth whose parent(s) is a migratory agricultural worker. There are approximately half a million migratory children navigating the American education system, and they face unique challenges—including frequent relocations, English language learners, and disrupted schooling—that significantly impact their academic outcomes and career aspirations. Few migratory youth in the Southwest region receive academically enriching services during the summer months, and many of these services are not STEM-focused.
This project created a culturally responsive, gamified engineering design activity for migratory high school students as a way to (a) provide meaningful and culturally relevant engineering learning, (b) support students’ engineering identity, (c) develop critical STEM agency, and (d) leverage prior cultural knowledge to solve engineering problems.
Our approach was unique in that we combined elements of gamification (i.e., a simulation storyline with a design challenge and rewards) and dimensions of culturally responsive instruction by Gay (2010). These dimensions included validation, empowerment, socially transformative, multidimensional, comprehensive, and inclusive. The activity took 1.5 hours to complete and was an in-person activity with two parts: an online engineering design story that used students’ cultural backgrounds as the backdrop and a hands-on Arduino building activity.
This three-year project is in its second year. We have delivered the activity during the summer, multiple times across two sites in the Southwest and Pacific Northwest, to migratory high school students (n = 222). Pre-and-post surveys were collected to understand if there were changes in students’ understanding of engineering, interest, self-efficacy beliefs, recognition, and perception of using engineering as a tool for social justice. Pairwise t-tests and mixed ANOVA were performed to evaluate if there were significant changes in students’ perceptions of their capabilities before and after the activity.
The findings from this project demonstrate that the culturally responsive, gamified engineering activity significantly improved self-efficacy, interest, and general confidence in engineering among migratory students. Notably, all students reported substantial increases in their understanding of engineering, tinkering self-efficacy, interest in engineering, engineering agency, engineering recognition, and design self-efficacy. A particularly inspiring result was the substantial increase in girls’ tinkering self-efficacy beliefs and their confidence to academically excel in engineering compared to boys, effectively closing the gender gap present in the pre-survey data.
This project provides engaging engineering education opportunities to an important but underserved population of students. The activity’s effectiveness stemmed from its culturally responsive and gamified approach, which resonated with the unique experiences of migratory high school students. By providing a supportive space for problem scoping, brainstorming, prototyping, and evaluating, we created an environment where students could apply their diverse perspectives to engineering challenges. The findings underscore the importance of engineering education activities that leverage the sociocultural realities and lived experiences of migratory students, demonstrating that when educational content is made relevant and accessible, it can significantly impact students’ perceptions of and engagement with STEM fields.
The full paper will be available to logged in and registered conference attendees once the conference starts on June 22, 2025, and to all visitors after the conference ends on June 25, 2025