Carol Davenport

dblp:193/1306 · DBLP profile ↗
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6ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0002-8816-3909ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Effective Evaluation and Unintended Consequences of Stem Interventions: A Case Study from North East England
abstract
The evaluation of many STEM (Science, Technology, Engineering and Mathematics) interventions focuses on planned outcomes. However, the impact of unintended consequences from interventions remains largely unexplored in the literature. This case study presents the design and evaluation of a school-based workshop about an engineering-adjacent career: environmental planning. The authors used a community of inquiry action research approach focusing on knowledge and aspirational outcomes from outreach, particularly around broadening children's knowledge and understanding of careers. The developed evaluation tools allowed identification of intended and unintended consequences from the intervention. Participants were children aged 10-11 years ($\mathrm{n}=83$) from two schools in North East England. Results showed an increase in knowledge of environmental planning. The qualitative data indicate unanticipated consequences due to children's temporal misunderstanding of timescales involved in coastal changes. Findings are discussed in the context of 'lessons learned' and highlight the importance for engineering and technology outreach interventions of incorporating a well-designed evaluation strategy and feedback mechanism to identify and mitigate unintended and unanticipated consequences.
Itoro Emembolu, Carol Davenport, Annie Padwick, Holly K. East, Joe Shimwell, Rebecca Strachan
EDUCON2
2022 'People like me': identifying personal attributes of STEM professionals
abstract
This Full Paper presents the findings from a study to identify the attributes STEM professionals believe make them successful in their role. Engineering and other STEM employers indicate that they value transferable skills linked to personal characteristics and attributes, often called soft skills. These attributes of STEM professionals were also compared with a separate set of 16 STEM attributes developed for use in STEM engagement interventions for children and young people. A snowball sample of self-identified STEM employees was gathered (n=217), with the majority of respondents from the North East of England (54%). Using an online survey participants named up to six personal attributes and were asked to rate how well the 16 STEM attributes described them. Thematic analysis identified 19 different themes with soft skills contributing 68% of the terms provided. This research provides a clear indication that soft skills are valued by established employees in their work. It also indicates that there is merit in looking beyond subject knowledge to frame engineering education and engagement activities. The 16 STEM Attributes in the STEM engagement interventions were found to realistically represent the attributes of those working in STEM. An attributes based approach to engagement could help children and young people to identify the skills that they have (or could develop), or support students with employability by enabling them to elucidate the value of their own skills to the employer.
Carol Davenport, Melanie Horan, Bethany Willis, Annie Padwick, Rebecca Strachan
FIE1
2022 Elimination before imagination: How children's early understanding of scientists may limit aspirations for broader STEM careers
abstract
This research full paper presents a study that examines emerging understanding of science careers among very young children (aged 5-7) and seeks to identify the factors that influence their understanding. Knowing that early interest in science is a strong predictor for future engineering pathways, and that children begin eliminating careers as incompatible with their future self at a very young age, the results are interpreted in the context of what this means for engineering education. Grounded theory approaches were applied to qualitative data collected through focus groups and used to sort and categorize data and identify themes. The study finds that despite science being a core subject in elementary schooling in the UK, young children’s awareness of scientists and science careers remains low. Four categories to describe the patterns of children’s understanding were identified: undeveloped, introductory, stereotypical, and diversifying. For most children, their perceptions of scientists remained either under-developed or confined to ideas with clear labels, such as stereotypes. Young children’s understanding of engineers may be even more restricted due to engineering not being a taught subject within elementary education in the UK. The factors identified as influencing young children’s understanding of scientists differ somewhat from those presented in studies with slightly older children. Young children did not commonly relate science learning in school with scientists or to a broader spectrum of science-related jobs. Children within the diversifying group highlight the value of personal experiences with science and STEM professionals. By identifying the potential of careers-related learning to shape young children’s understanding of engineering and engineering careers as distinct from that of science and mathematics, these findings have implications for future engineering education practices.
Annie Padwick, Carol Davenport, Rebecca Strachan
FIE2
2020 Tackling the digital and engineering skills shortage: Understanding young people and their career aspirations
abstract
Machines, algorithms and people are coming together in new and exciting ways. This is changing the world of work with new jobs previously unimagined. It is crucial that we prepare our young people for this world, yet many of them do not aspire to, and are not choosing, careers in digital technology or engineering, particularly girls and those from socially-disadvantaged backgrounds. Furthermore, while much of the work in this area has focused on the aspirations of older children there is evidence that children's aspirations are formed at an early age. The aim of this study is to explore the factors that influence younger children's reported aspirations to jobs, and in particular STEM jobs. Data was gathered from children aged 7-11 (n= 622) across areas of deprivation in North East England. Children were asked about their career aspirations and the motivations behind these. Analysis of this data showed that the majority of children were aspirational in their career choices, with many reporting higher aspirations than their parents' current jobs. A gender difference was evident across both aspirations and motivations, with many girls choosing STEM careers that help others. Very few of the children aspired to jobs in the digital and engineering sectors. These results demonstrate the criticality of early education stages are for children's developing aspirations and the urgent need to adapt education so that all children, irrespective of gender or background, can be supported to grasp the opportunities presented by an ever-changing world.
Annie Padwick, Carol Davenport, Rebecca Strachan, Joe Shimwell, Melanie Horan
FIE2
2019 Encouraging Diversity in Computer Science among Young People: Using a Games Design Intervention based on an Integrated Pedagogical Framework
abstract
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 socio-economic 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.The intervention was completed in two cycles: cycle 1 consisted of a series of workshop sessions with 20 young people aged 9-10 years over a period of 5 weeks; and cycle 2 was a single session with 19 young people aged 7-11 years. A quasi-experimental approach was adopted for evaluating the intervention using the following instruments; pre and post questionnaires, planning sheets, the games created by the participants and a set of already developed engagement factors. Results show an increase from 5% to 25% in participants' aspiration towards a computer science career. 45% of the young people also knew more careers in the game industry post-intervention. Girls chose a variety of diversity in their lead characters while boys chose mainly male human lead characters in the games that they designed. Participants' evaluation of each other's games using the engagement factors showed girls were more interested in receiving feedback than boys. This paper highlights the effectiveness of combining different learning approaches to provide an age appropriate intervention. It also presents evidence on the positive effect of using games in the classroom to explore stereotypes, and learn about, and encourage career choices in computer science.
Itoro Emembolu, Rebecca Strachan, Carol Davenport, Opeyemi Dele-Ajayi, Joe Shimwell
FIE3
2016 Innovative methods for evaluating the science capital of young children
abstract
Considerable effort has been spent on interventions to increase the numbers/diversity of young people studying Science, Technology, Engineering and Mathematics (STEM) and/or entering STEM related careers with little evidence of their effectiveness. In the UK, less than 10% of professional engineers are female. Science capital is a recent concept for capturing those elements that influence children's choice of a science-related career. Children with higher science capital are more likely to choose a STEM career than those with lower science capital and therefore interventions to increase science capital are needed. Initially studies evaluating science capital have focused on secondary age children (aged 11 - 18 years). Here a research approach for evaluating science capital among primary age children (aged 7 - 11 years) is presented using a mixed methods approach. Results indicate that children share similar perceptions of scientists as `hardworking', `clever' and `creative' independent of gender, age and science capital. However, children's self-identify differed by gender, age and science capital, illustrating significant gaps for some children between their self-identity and that of a scientist. Interventions focusing on narrowing this gap should increase the likelihood of them considering a science-related career.
Annie Padwick, Opeyemi Dele-Ajayi, Carol Davenport, Rebecca Strachan
FIE3