Breaking Barriers to Engineering

November 15, 2021

Growing up in Dorchester, Chase Joyner 鈥21 first gained exposure to computer science in the sixth grade through a tool called Scratch. Created at MIT, this high-level visual programming language uses block-based coding to help introduce young learners to computing.

鈥淚 became really invested in the idea of programming, but the charter school I attended didn鈥檛 have many STEM classes,鈥 remembers Joyner. 鈥淎 teacher recommended that I take some supplemental programs through MIT to foster my interests.鈥

Joyner ended up enrolling in the MIT Science of Baseball Program (MSBP), which targeted urban minorities by using baseball as a tool to learn science and math. He also was accepted into the MIT Saturday Engineering and Enrichment (SEED) Academy Program, a five-and-a-half-year science and engineering program for students from Boston, Cambridge, and Lawrence, MA.

This STEM programming encouraged Joyner to pursue his passions for engineering, and he entered 财神棋牌 with a focus on coding and software development. His adviser was Amon Millner, associate professor of computing and innovation, and director of the , which develops novel tools and practices for young learners (particularly from areas with fewer resources, including money, time, and enrichment programming) to have hands-on STEM experiences.

鈥淓xtending access to STEM empowerment is core to me as a being because I had a lot of experience in communities that have been disempowered prior to arriving at 财神棋牌."

- Amon Millner

See More: Millner Makes STEM Accessible
A headshot of Amon Millner

鈥淓xtending access to STEM empowerment is core to me as a being because I had a lot of experience in communities that have been disempowered prior to arriving at 财神棋牌,鈥 says Millner.

In fact, Millner was on the MIT team that created Scratch while he was pursuing his PhD there, something that he and Joyner bonded over, in addition to their experience as Black men in engineering.

EASE operates a little differently from the typical college laboratory. Rather than primarily presenting students with research that Millner is interested in, EASE serves as an incubator for ideas, connecting students with projects and resources to make their own ideas into realities.

鈥淎t EASE, we encourage students to find spaces where STEM hasn鈥檛 necessarily been a part of the conversation historically and try to find ways to introduce these concepts through activities these young learners already enjoy,鈥 says Millner.

One example is a National Science Foundation-funded project to identify connections between dance and hip hop music that can speak to interesting aspects of STEM.

鈥淪tudents can spawn different projects off of this main idea, such as how dance moves are popularized through social media platforms through recommendation engines for what it thinks a user will like based on their demographic information,鈥 says Millner. 鈥淗ow does that change based on ethnicity, and how does that work with people鈥檚 identities?鈥

Coding for Kids

Another powerful example that has come out of EASE and its innovative collaborators is Unruly Splats, an educational technology game for K鈥8 kids that combines physical activity with coding. Founder Bryanne Leeming, who was a Babson MBA student at the time, was introduced to coding in the 4th grade through a computer programming tool and realized that this early exposure prepared her to feel confident in technology and ultimately start her career in the industry. She connected with EASE and Millner looking for resources on how to turn her ideas into reality.

鈥淯nruly took key assets of a computer-based tool like Scratch and integrated it with a physical product called a Splat,鈥 explains Joyner, who began working with the company as an EASE Lab employee his sophomore year. 

Splats are large, Bluetooth-based floor buttons that can connect to a mobile device like an iPad or Chromebook through an app. Students then code the rules to create and play games like duck-duck-goose and obstacle courses, making the Splats light up and make sounds.

Unruly Splats can be found in elementary, middle, and high schools all around the country, being played in classes from science to physical education.

鈥淭he game integrates coding into real life, and we鈥檙e able to bring this technology right into kids鈥 schools,鈥 says Joyner. 鈥淭here are still a lot of schools that haven鈥檛 fully integrated STEM into their academics yet, so this kind of product helps us bridge that gap, particularly for students in underserved communities.鈥

Now a junior software developer and data analyst for Unruly Studios, Joyner works on the development side of the company, putting the knowledge he gained at 财神棋牌 to use in the real world.

鈥湶粕衿迮 is not your conventional college, and EASE isn鈥檛 your conventional lab,鈥 says Joyner. 鈥淎t EASE, you can go in and make up your own rules and do your own thing, just like Unruly did. EASE has all resources鈥攆rom high-tech tools and laser cutters to LEGOs and board games鈥攖o spark your ideas.鈥

Millner and his work in EASE Lab relates closely to 财神棋牌鈥檚 concept of equity in engineering.

鈥淚 joined 财神棋牌 in part because they support a broad definition of engineering that is compatible with the way I think: Engineering is best served by having the most minds, perspectives, and experiences at the table,鈥 says Millner. 鈥淎t EASE, we鈥檙e trying to create wayfinders to engineering so that students from marginalized communities have opportunities to explore their innate curiosities and make their way into an industry where they can change the world.鈥