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Objectives
This paper describes research into the ways that youth engage in developing computational objects that exist in the physical world. One example of this, e-textiles, combine traditional textiles with embedded computers, allowing students to develop their own wearable fashions.
Methods
Studies of learners designing computational textiles have been conducted in different settings to understand how these activities contribute to the acquisition of content knowledge and interest in STEM subjects.
Results
Creating e-textiles appeals to youth interests in fashion, design, and new media while engaging them in aesthetics, design, computer science, and engineering (Buechley, Peppler, Eisenberg, & Kafai, 2013). Studies of youth working with this cross-disciplinary approach to technology indicate their potential to broaden participation, particularly by young women (Buechley, Peppler, Eisenberg, & Kafai, 2013; Peppler, 2013) and improve learning outcomes (Peppler & Glosson, 2012; Peppler, 2013).
Scholarly Significance
This presentation will focus on e-textiles as an example of STEAM learning that involves youth engaging creatively with new digital technologies. Additionally, it suggests ways that new forms of artistic production are enabled and supported by technology, leading to natural integrations of the arts and STEM disciplines for creative expression and learning.