Soyoung Park

Dr. Soyoung Park

orcid

Research Focus & Metrics

Academic Career Length

1Year (2026-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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8 September 2026 in Education Sciences
Verified
Journal Article
Open access
PDF file
EBE.J. Bahng
E.J. Bahng
AJAthena Hui Jiang
Athena Hui Jiang
JLJundi Liu
Jundi Liu
BWBowen Weng
Bowen Weng
SPSoyoung Park
Soyoung Park
Despite growing curricular emphasis on computational thinking (CT) and engineering design practice (EDP), preparing elementary teacher candidates (ETCs) for integrated, practice-based instruction remains challenging. Grounded in Communities of Practice (CoP) and design-based implementation research (DBIR) frameworks, this study examines how ETCs (pre-survey: n = 23, post-survey: n = 13) develop learning-to-teach practices for integrating coding and robotics into PreK–5 STEAM learning (STEM with Arts integration) to foster these competencies. The study is situated within an interdisciplinary, community-partnered course, Toying with Technology (TwT), where ETCs collaborate in Critical Friends teams to design, facilitate, and reflect on community partners’ need-oriented, empathy-centered STEAM experiences. Utilizing PreK–5 learning technologies and field-based insights from STEM/STEAM professionals, ETCs developed 5E lesson plans integrating science, literacy, mathematics, and robotics, culminating in both an in-person and a virtual STEAM Family Night. Data sources include pre- and post-surveys measuring ETCs’ technology integration perceptions, post-field exit tickets, family feedback, community partner reflections, and course artifacts. Pre-survey results indicated limited prior experience and neutral confidence regarding technology integration. In contrary, post-survey findings demonstrated significant increases in self-reported confidence, conceptual understanding of CT and EDP, and readiness to facilitate empathy-centered, technology-rich learning. Qualitative analysis further revealed growth in collaboration, problem-solving, and pedagogical reasoning, while parent and partner feedback highlighted high levels of engagement and increased STEAM interest. Overall, this study provides initial empirical evidence, within a community-partnered, empathy-oriented course design, showing how community-engaged teacher education, informed by CoP and DBIR frameworks, prepares ETCs to teach CT, EDP, and critical problem-solving through integrated, authentic STEAM integration.

7 August 2026 in Proceedings of the Human Factors and Ergonomics Society Annual Meeting
Verified
Journal Article
Closed access
TLThomas W. Lenz
Thomas W. Lenz
EBE.J. Bahng
E.J. Bahng
SPSoyoung Park
Soyoung Park
JLJundi Liu
Jundi Liu
BWBowen Weng
Bowen Weng
One potential application for increasingly capable virtual reality and humanoid robots is enhancing classroom engagement, problem-solving, and social-emotional learning. To evaluate future educators’ readiness to implement these technologies, 25 future elementary teachers were surveyed on their attitudes towards robots, generalized self-efficacy, social and emotional learning competencies, and attitudes towards virtual reality and robots in education. Results indicate ambivalent personal level attitudes towards robots and negative societal level attitudes toward robots. Respondents rated their competencies highly, but their attitudes towards VR and robots in the classroom suggest that while they see potential in these technologies, they do not feel adequately informed or prepared to implement them or see robots as empathetic. Future teachers do not feel an immediate need for these technologies and would require appropriate training and support. Future work should explore specific uses of these technologies, their effects on classrooms, and the nature of support teachers would need.

16 October 2026
Verified
Book Chapter
Closed access
EBE.J. Bahng
E.J. Bahng
SPSoyoung Park
Soyoung Park
AJAthena Hui Jiang
Athena Hui Jiang
PLPatricia R Leigh
Patricia R Leigh
SMSara Merritt
Sara Merritt
This chapter presents a case study of the redesign of Toying with Technology, an interdisciplinary course integrating computational thinking, engineering design, and community-responsive STEAM learning for elementary teacher candidates. Guided by culturally relevant and sustaining pedagogy, Communities of Practice, and Critical Friends, the course positioned community partners as co-contributors of knowledge. Data included candidate reflections and artifacts, course materials, observations, and partner documentation. Findings show a shift from learning about technology to designing with technology in community settings. Coding and robotics were more readily integrated than math or science concepts in hands-on activities. Candidate-created lessons and resources were later adapted and reused by community partners. The case demonstrates how community partnerships and collaborative design can support community-responsive STEAM learning and potentially contribute to early foundations for STEM workforce pathways.