1. Introduction
The STEM education movement, which began toward the end of the 20th century, has propelled the “STEM” acronym into widespread recognition and use in both public education and workforce development (
Strimel, 2024). While the acronym refers to the academic disciplines of science, technology, engineering, and mathematics, the STEM movement has evolved over time to emphasize more integrated STEM educational experiences, focusing on the convergence of practices and concepts across these disciplines (
National Academy of Engineering & National Research Council, 2014). These integrated experiences aim to help students develop problem-solving skills through interdisciplinary collaborations focused on addressing social/technical challenges in innovative ways (
National Science Foundation, 2020). In this context, the goals of STEM integration include promoting “STEM literacy”—an adaptable set of concepts, processes, and ways of thinking that can be applied to real-world problems (
K. S. Tang & Williams, 2019)—along with developing disciplinary-specific knowledge within meaningful contexts (
Strimel, 2024).
Despite the prevalence of the STEM acronym and its promise for integrated teaching, STEM as a term is still used in various ways, including to describe either distinct disciplinary efforts or integrated methods of instruction (
Strimel, 2023). This multiplicity of meanings reflects broader educational efforts to enhance STEM literacy, wherein students gain the cross-disciplinary knowledge and skills needed to understand and address relevant issues, as well as S.T.E.M. literacies, which involve discipline-specific concepts and skillsets (
K. S. Tang & Williams, 2019). Nonetheless, integrating STEM disciplines can motivate student learning, increase STEM knowledge, encourage the development of 21st Century skills, and cultivate interdisciplinary collaboration. As
Wells and Van de Velde (
2020) clarify:
STEM is an acronym for science, technology, engineering, and mathematics. It is not a discipline, not a meta-discipline, not a field of study, not a curriculum, nor is it a single school subject to be taught. STEM is a concept intended to promote integrative approaches to teaching and learning. A concept meant to go beyond the traditional siloed, mono-disciplinary approach with an experiential learning approach where students integrate disciplines within authentic, relevant learning scenarios.
(p. 220)
Within this broader vision, integrated STEM education emphasizes:
Engineering design-based learning approaches that intentionally integrate content and process of science and/or mathematics education with content and process of technology and/or engineering education. Integrative STEM education may be enhanced through further integration with other school subjects, such as language arts, social studies, art, etc.
In other words, integrated STEM has always been positioned to tie together the STEM disciplines in ways that promote cross-disciplinary synergy while also connecting to other content areas such as English Language Arts (ELA). A common method of achieving this synergy is through design-based activities. Design-based activities can serve as engaging, hands-on approaches to learning and provide a meaningful context for applying disciplinary concepts and cross-cutting skills in tandem (
Strimel, 2023).
Design-based learning is now a major feature of integrated STEM instruction, situating “instruction in relevant and authentic contexts, prompting students to acquire and apply knowledge and skills to design potential solutions for meaningful, often open-ended problems” (
Strimel, 2023, p. 143). Within integrated STEM curricula, design-based learning is often framed through the practice of engineering design, which emphasizes a more “informed approach” to problem solving, an approach that transcends trial-and-error and allows for technological innovation (
Crismond & Adams, 2012). Engineering design has emerged as a powerful integrator of science, technology, mathematics, and other content areas, aligning with growing interest in interdisciplinary and applied learning (
National Research Council, 2012; see also;
Grubbs & Strimel, 2015;
Kelley & Knowles, 2016;
Moore et al., 2014;
Nadelson & Seifert, 2017;
Tank et al., 2018). In many cases, students are placed in small groups to solve authentic, discipline-spanning challenges, allowing them to develop both disciplinary-specific knowledge and cross-cutting literacies in an integrated, collaborative environment. This approach has increasingly expanded to “non-STEM” contexts, like ELA, to create more engaging learning experiences that connect reading, writing, and language development with design challenges.
Such integrated STEM approaches within ELA are especially relevant for multilingual learners (MLL), who represent the fastest-growing demographic in U.S. schools (
Li & Peters, 2020). Multilingual learners (MLLs) are students who speak a language other than English at home and are often classified as English learners in schools, representing a rapidly growing population in U.S. classrooms (
Grapin et al., 2023). Currently comprising 21% of the nation’s school-aged population (
Li & Peters, 2020;
Li, 2015;
Aud et al., 2012), MLL benefit from early STEM opportunities that can shape future educational and career pathways (
D. Tang et al., 2023). Research suggests small-group learning can improve achievement, motivation, and problem-solving skills (
Guzey & Jung, 2021), but much of this evidence focuses on undergraduate engineering (
Wieselmann et al., 2020;
National Academy of Engineering & National Research Council, 2014). Consequently, there is an opportunity to examine how younger MLL students engage in small-group interactions during engineering design-based tasks in an ELA setting, and how these interactions affect their design decisions. Therefore, this study sought to answer the research question of: How do small group interactions influence design decisions within an engineering design-based ELA unit for MLL? This inquiry will help broaden the understanding of how researchers and practitioners can structure integration and synergies within STEM, particularly when disciplines outside of STEM, such as ELA, are included. By examining MLL students’ collaborative design processes in an engineering design-based ELA context, this study aims to generate insights into both the pedagogical strategies that best support synergy between STEM and ELA, and the ways small-group dynamics influence learning outcomes.
2. Review of Literature
Collaboration in learning has been widely studied across educational disciplines, emphasizing its role in developing critical thinking, problem-solving skills, and teamwork. In integrated STEM education, collaborative learning plays a crucial role, particularly in engineering design-based learning environments. This literature review examines key theoretical perspectives on collaborative learning, the role of decision-making in engineering design, and how these elements impact student populations, including MLLs.
Theoretical Foundations of Collaborative Learning: Constructivist theories serve as the foundation for research on collaborative learning. From the 1940s to the 1970s, cooperative learning was largely overlooked as the rise of social Darwinism promoted individualism and limited classroom collaboration (
D. W. Johnson & Johnson, 2009). However, social scientists later challenged this individualistic approach, recognizing the critical role of peer interaction in learning. Today, cooperative learning is one of the most widely used instructional practices across academic disciplines.
Piaget (
1932) proposed that cognitive development occurs through active engagement with the environment, a principle that directly supports learning in group settings.
Vygotsky (
1978) expanded on this idea, emphasizing the social nature of learning and arguing that knowledge is co-constructed through peer interactions. His concept of the Zone of Proximal Development highlights the importance of structured collaboration, where students reach higher levels of understanding with guidance from peers or instructors. Building on these theories,
Lave and Wenger’s (
1991) concept of situated learning suggests that knowledge is best acquired in authentic, real-world contexts. This perspective aligns with collaborative engineering projects, where students develop expertise by engaging in design challenges that mirror professional practice. These theories of collaborative learning are relevant to understanding integrated STEM projects where teamwork and real-world problem-solving are essential.
Collaboration in the Engineering Design Process: Collaborative teamwork can enhance students’ understanding of complex concepts by fostering shared problem-solving and knowledge construction. The engineering design process is an iterative approach that requires students to define problems, brainstorm solutions, prototype, and test their designs. Research suggests that group dynamics can impact the success of teams (
D. W. Johnson & Johnson, 2009). Factors such as equitable participation, effective communication, and conflict resolution are crucial for productive collaboration (
Griffiths et al., 2021;
Denis & Umoh, 2024). Additionally, peer leadership plays a key role in shaping outcomes—
Dym et al. (
2005) found that teams using shared leadership models often outperform those with traditional hierarchical structures. Encouraging shared responsibility within groups can enhance student agency and accountability.
Learning is shaped by the interaction between individuals, their activities, and the surrounding context (
Lave, 1988;
Wieselmann et al., 2020). Within small group settings, students interpret and construct meaning in varied ways, especially when engaged in engineering design projects that promote abstract and creative thinking. However, group work is not without challenges. Some students may rely on their peers to complete tasks or make decisions, leading to issues like “free riding” and passive participation (
Dingel et al., 2013;
Ibrahim & Rashid, 2022). Additionally, unclear expectations can contribute to a lack of preparation, disengagement, or negative attitudes. To address these challenges, educators can use an engineering design-based approach that clearly defines roles and responsibilities from the outset (
Ibrahim & Rashid, 2022).
Students take on different roles during small-group engineering tasks based on their experiences and skills.
S. Pattison et al. (
2020) examined the roles students adopt in small group engineering tasks, highlighting how students position themselves and others based on perceived skills. Some sought recognition as the most successful in design challenges, while others acted as helpers or collaborators. Furthermore, students framed activities as either competitive or collaborative, shaping their perception of failure as either a setback or a learning opportunity. These roles and perspectives are fluid, shifting throughout different interactions (
S. Pattison et al., 2020). However, because engineering content is not universally mandated in school curricula, students enter with varying levels of prior knowledge. In some cases, a more experienced student may naturally assume the role of leader (
Ibrahim & Rashid, 2022), while others may disengage if they do not recognize the value of contributing meaningfully to the project.
Collaborative learning approaches can add complexity to the learning process (
S. A. Pattison et al., 2018). Studies suggest that factors such as disagreement, social status, hierarchical role distinctions, competition, power dynamics, and the regulation of expertise and knowledge shape peer group interactions (
S. A. Pattison et al., 2018). These elements can influence group members’ participation, assigned roles, and overall learning experiences (
S. A. Pattison et al., 2018). Peer group interactions are integral to learning both in and out of the classroom (
Leman, 2015). Group interactions involve complex social dynamics, including decision-making, conflict resolution, idea-sharing, and the negotiation of roles, authority, and expertise (
S. A. Pattison et al., 2018). Friendship, social status, perceived expertise, age, language ability, and group norms all shape student’s group dynamics (
S. A. Pattison et al., 2018). Research on classroom peer interactions emphasizes the role of peer leaders in shaping group dynamics and outcomes (
S. A. Pattison et al., 2018). Leaders in peer groups guide the group forward, whether by managing organization, such as turn-taking, or by facilitating intellectual engagement, like idea development (
S. A. Pattison et al., 2018). Leadership is continuously negotiated, with leaders emerging with attempts to direct the group, which can be referred to as “leadership moves”, and they are recognized and accepted by peers. Leaders influence participation by steering discussions, shaping opportunities for involvement, and providing encouragement (
Yun & Kim, 2015;
S. A. Pattison et al., 2018). Leaders can impact the group’s objectives and interpretations of tasks, and the expectations that govern participation and interaction (
S. A. Pattison et al., 2018). Peer group interaction can also support or undermine roles and identities (
S. A. Pattison et al., 2018). Students’ learning experiences in groups can be shaped by many factors that influence the outcome of the project and students’ identity within and beyond the project experience.
Small-group decision-making within the engineering design process can take different forms depending on the students involved. Structured discussions can help guide students toward productive interactions, ensuring they remain focused and work effectively toward shared goals (
Ibrahim & Rashid, 2022). Teachers play a crucial role in fostering accountability and encouraging active participation, ensuring that engineering design remains accessible to all students. Similarly, collaboration influences how individuals and groups develop their understanding of technical concepts. Research suggests that increasing student engagement in STEM requires hands-on, collaborative experiences (
Wieselmann et al., 2020). This raises key questions about small-group collaboration: How do students cooperate? What roles do they adopt? What individual task preferences emerge? (
Yuen et al., 2014). These questions inform a broader research inquiry into how students collaborate to design solutions as part of engineering design-based integrated STEM and ELA curricula.
Decision-Making in Collaborative Learning: While integrated STEM instruction is a relatively new teaching approach, there has been limited research on small group learning in elementary science classrooms since the early 2000s (
Wieselmann et al., 2020). A 21st Century education should be equipping students to become active, informed, and engaged decision-makers. To fulfill this responsibility, students should have opportunities to make decisions that have consequences (
Meyer, 2018). One approach to enhancing decision-making experiences and fostering 21st Century skills is through the use of Problem-Based Learning (PBL) as an instructional strategy (
Meyer, 2018). PBL allows students to engage in real-world challenges, encouraging critical thinking and collaborative decision-making skills. The engineering design process is a structured approach to problem solving. It provides a framework for students to address complex problems, which are often central to PBL activities, through the design of viable solutions (
Meyer, 2018). When implemented effectively, both the engineering design process and PBL require students to make critical decisions as they progress toward a design or solution (
Meyer, 2018).
Svenson (
1996) pointed out that research on decision-making has concentrated on developing rules and procedures, rather than engaging students in addressing complex problems that do not have a single, clear solution (
Meyer, 2018). It was also noted that decision-making processes, like how students use the engineering design process, are often underexplored (
Svenson, 1996;
Meyer, 2018). Therefore, while engaging students in the engineering design process, there are opportunities for students to learn and practice decision-making. For many educators, releasing control over decision-making to students can be challenging (
Meyer, 2018). This may be because research shows that students often do not follow the steps of the engineering design process when making decisions (
Lee & Grace, 2012;
Hsu & Lin, 2017;
Åkerblom & Lindahl, 2017;
Acar et al., 2010). Students can act on intuitive and emotion-based reasoning, rather than using a systematic decision-making process like the steps within the engineering design process (
Hsu & Lin, 2017;
Åkerblom & Lindahl, 2017). When students make decisions based on intuition or emotion,
Ullman (
2010) considered this as using weak information versus using strong information. Strong information is content knowledge, while weak information includes interpersonal relationships, behaviors, and judgments. Although both weak and strong information are important in decision-making, teachers using the engineering design process were looking for students to use strong information, but students were more likely to use weak information (
Meyer, 2018). The way in which students make a decision is crucial, as all decisions have impacts.
Siverling et al. (
2021) mentioned that in engineering-based learning, argumentation can be referred to as evidence-based reasoning. Evidence-based reasoning, used in professional settings, allows students to use evidence to make engineering decisions. When directed towards students, evidence-based reasoning can show up as negotiating, correcting, validating, clarifying with a team, or sharing (
Siverling et al., 2021). The curriculum of focus in this study engages students in evidence-based reasoning throughout the unit. Engineering design projects are an ideal way for evidence-based reasoning to be implemented in the classroom (
Siverling et al., 2021).
Effective decision-making is a critical component of teamwork in integrated STEM education. Research suggests that structured decision-making frameworks enhance group performance by guiding students through evaluating alternatives, considering evidence, and reaching consensus (
Jonassen & Grabowski, 1993). Successful teams often rely on key elements such as evidence-based reasoning, where decisions are grounded in data and systematic evaluation rather than intuition alone. Additionally, consensus-building through collaborative negotiation allows teams to align their perspectives and make informed choices. Role distribution further strengthens decision-making by fostering accountability and ensuring different viewpoints are considered.
Multilingual Learners (MLL) and Collaborative Learning in Engineering Design: As the focus on MLL education grows, understanding how different student populations engage with STEM learning becomes important. Notably, as of 2019, there were over five million students in the public school system in the United States that identified as an English language learner (
National Center for Education Statistics, 2022). While MLL students can face challenges with STEM-focused content,
Mouboua et al. (
2024) found that addressing linguistic differences in STEM education is important for promoting equity and for leveraging insights and experiences that multilingual students contribute to the classroom. Contributions from MLL students can enhance the educational experience for all learners involved (
Mouboua et al., 2024;
Buchs & Maradan, 2021). Different student populations, including MLL students, face unique challenges in collaborative learning settings. Language barriers and cultural differences can affect participation, comprehension, and confidence. Research by
Moschkovich (
2002) suggests that integrating visual aids, structured peer interactions, and multimodal communication strategies can support MLL students in STEM disciplines. Thoughtful teaching practices that scaffold discussions, provide linguistic support, and encourage peer mentoring have been found to enhance MLL students’ engagement in engineering projects (
Gutiérrez, 2008). Engineering design naturally uses various visual representations (
A. M. Johnson et al., 2013). The use of visual representations (plots, graphs) in an engineering-design-based curriculum can allow students to comprehend the descriptive information aided by the depictive information (
A. M. Johnson et al., 2013). Furthermore, the implementation of journals where students record their design decisions has been shown to help students explain their design decisions (
Siverling et al., 2021;
Shanahan et al., 2018). However, each MLL student is unique in that they come from different socio-economic backgrounds, have varying levels of English proficiency, and have different experiences with the STEM curriculum (
Grapin et al., 2023). Students’ identities relative to STEM are constructed through students’ culture and experience through interactions with family, with classmates in the classroom, and with informal learning experiences (
S. A. Pattison et al., 2018). Research around engineering identity in pre-college students found that PBL can increase students’ interest in engineering and engineering career perception (
S. A. Pattison et al., 2018).
To support MLLs in integrated STEM education, educators can employ strategies that enhance comprehension and engagement. Integrating visual aids, such as diagrams and graphs, can help bridge language gaps and clarify concepts (
A. M. Johnson et al., 2013). Structured peer interactions and collaborative projects encourage active participation and allow students to learn from one another. Reflective practices, like maintaining design journals, enable students to articulate their thought processes and reinforce learning. These methods can create a learning environment that supports MLL students in developing the skills and confidence necessary for success in STEM fields.
In summary, collaborative learning is key in integrated STEM education, promoting critical thinking, problem-solving, and teamwork. Theoretical perspectives highlight the importance of peer interaction, structured collaboration, and real-world engagement in enhancing students’ learning experiences. Within the engineering design process, decision-making and role negotiation shape group dynamics, influencing individual and team outcomes. While collaborative learning presents challenges, such as uneven participation and group dynamics, research suggests that structured approaches, including clear role distribution and evidence-based reasoning, can improve teamwork and engagement. Additionally, supporting MLLs through scaffolding strategies and thoughtful instructional practices ensures that all students can participate in, and benefit from, STEM learning. By understanding the complexities of collaboration in engineering design-based learning, educators can better create learning environments that prepare students for success in academic and professional settings.
3. Materials and Methods
To answer the research question of how small group interactions influence design decisions within an engineering design-based ELA unit for MLL, the research employed a qualitative approach.
Research Design: This study employed a comparative case study (CCS) design to examine how small group interactions influence design decisions in an engineering design-based ELA unit. The CCS approach allows for an in-depth analysis of multiple cases, facilitating comparisons that reveal patterns across different group dynamics (
Bartlett & Vavrus, 2017). Specifically, this study focused on identifying key factors (interactions and dynamics), participants (students and the teacher), and features (the engineering design-based ELA curriculum contextualized within microelectronics and students’ final designs) that shape group decision-making processes. The students were engaged in an engineering design-based unit, where they were tasked with creating a new board game that included programmable electronics components. The CCS methodology provides a robust framework for understanding the processes that shape moment-to-moment behaviors within collaborative learning environments (
Jones et al., 2022;
Bartlett & Vavrus, 2017). Unlike single case studies, comparative case studies enable broader insights by allowing researchers to examine variations and similarities across different groups (
Flyvbjerg, 2011;
Jones et al., 2022;
Starman, 2013;
Yin, 2014;
Chohan, 2019). Each case was analyzed individually before drawing comparisons to understand how different group dynamics influenced design outcomes (
Yin, 2014). This study aligns with
Yin’s (
2014) relativist perspective, which considers how individuals within the same learning environment experience and interpret the curriculum differently. By analyzing students’ engagement with the engineering design process, this research highlights how their perspectives and interactions shape their final design choices.
Data Collection: The data sources used for this study included video recordings of the two student groups and the final designs created by each group as part of the engineering design experience. Two cameras were used to record each group, with one camera focused on each group, and a separate camera focused on the teacher (
Kure et al., 2023). For this study, the researchers used only the student video data; however, if the teacher interacted with one of the groups, then the teacher’s dynamic was examined.
Data Analysis: The research team followed a mix of deductive and inductive coding processes. The research team watched videos from the unit and derived a list of themes and codes from the data, which was developed into a preliminary codebook. The research team participated in discussions and peer debriefing to refine the themes and codes and to ensure reliability and trustworthiness. Once the research team reached consensus, the researchers analyzed all the data referencing the themes that emerged from the preliminary coding. A codebook served in the initial organization of the findings. As the research developed, we aligned our findings with
D. W. Johnson and Johnson’s (
2009) Social Interdependence Theory and Cooperative Learning Framework. The framework, shown in
Table 1, is included as it was used to analyze our data and relates to the findings. While watching the videos, if further themes emerged, those were also recorded.
The primary data source for this study was video recordings, which allowed the research team to analyze verbal and nonverbal interactions. As
Erikson (
2006) describes, video data capture the dynamic exchange between speakers and listeners, akin to a “ping-pong match of successive moves” (p. 179). To fully leverage this data source, it was crucial to have a systematic approach to reviewing footage to avoid overlooking important nonverbal cues or allowing personal bias to influence the analysis.
Kure et al. (
2023) highlight that video footage enables researchers to revisit interactions multiple times, ensuring a thorough examination of details. This method allowed the researchers to understand how students interacted with one another and with the manipulatives used in the curriculum (
Erikson, 2006). Additionally, video analysis offers a neutral means of data collection, reducing observational biases (
Kure et al., 2023). The use of video recordings was integral to this research as it provided an unbiased and detailed perspective on both verbal and nonverbal interactions. Moreover, understanding how individuals make meaning through their interactions with others and their environment is central to studying human learning (
Jordan & Henderson, 1995). Videos of student interactions during design activities provided the basis for our analysis, allowing us to examine design decision-making interactions and dynamics.
For the analytical framework of the study, the research team used the
D. W. Johnson and Johnson (
2009) Social Interdependence Theory and Cooperative Learning. Social interdependence theory demonstrates that outcomes of individuals are shaped by their respective actions as well as the actions of others (
D. W. Johnson & Johnson, 2009). There can be positive outcomes, where the actions of individuals aid in the achievement of the shared goal, or there can be negative outcomes where the actions of individuals hinder the achievement of goals. Social dependence occurs when student A is trying to reach a goal and is affected by student B’s actions; however, the reverse is not true. Social independence is when student A’s goal achievement is unaffected by student B, and that can go both ways. Social helplessness occurs when no one can affect goal achievement.
D. W. Johnson and Johnson (
2009) listed five key elements for effective cooperative learning: (1) positive interdependence, (2) group processing (reflect on the member actions that were helpful or not helpful, cannot tell if individuals are reflecting, instructor specified what cooperative skills to use), (3) promotive interaction (individual efforts to accomplish shared goals), (4) individual accountability and personal responsibility (group and personal accountability), and (5) appropriate use of social skills (they need to get to know each other, resolve conflicts, communicate).
Social interdependence theory will allow the researchers to analyze the interactions and dynamics occurring within the small-group settings by providing a framework to examine how individual and group actions affect the design. By distinguishing between positive and negative interdependence, this theory helps identify whether group members are effectively collaborating toward shared goals or if certain dynamics are hindering progress. Additionally, the five elements outlined by
D. W. Johnson and Johnson (
2009)—positive interdependence, group processing, promotive interaction, individual accountability, and appropriate use of social skills—offer a lens to assess how cooperative learning is facilitated or challenged within the group. Through social interdependence theory, the researchers analyzed the group interactions and dynamics within the engineering design-based ELA unit.
Context: The focus of this study is a specialized intervention program designed to provide targeted instructional support for students demonstrating language proficiency needs, as determined by standardized language assessments. While the schoolwide program focuses on reinforcing core competencies in math and literacy based on common assessment data, this particular course serves students who have not yet reached a specific language proficiency threshold, as measured by a widely recognized language proficiency test. The evolution of multilingual teaching approaches in STEM education can be understood within the broader context of educational reform, where policy changes and accountability measures, such as standardized testing, have driven schools to prioritize strategies that enhance academic outcomes for all students, including MLL (
Mouboua et al., 2024). The instructional focus is adjusted to enhance language acquisition skills and promote academic growth in MLL. The instructional approach aims to enhance skills in the four language domains of reading, writing, listening, and speaking. Within the class of focus, the student’s primary language was Spanish.
In the course at the center of this study, students participated in an engineering design-based ELA curricular unit focused specifically on microelectronics, partially developed by their teacher. This district is classified as a small midwestern city. As part of a broader research initiative, the curricular unit was collaboratively created by a group of teachers, researchers, and graduate students. This collaborative process allowed the teacher to actively shape both the content and delivery methods used in their classroom. The unit implemented in this class centered around a fictional company aiming to reduce family screen time by introducing a new board game incorporating a microcontroller. Utilizing electronic tools such as the micro:bit (a tiny computer, sometimes referred to as a microcontroller, that allows students to explore how software and hardware work together), students went through the engineering design process to create their board game. Along the way students took part in informative writing, sequencing, and code writing. Given the ELA context for the unit implementation, a key goal as mentioned by the teacher was to strengthen students’ sequential writing abilities while introducing them to microelectronics through coding and the use of the micro:bit. The teacher’s prior STEM experience includes the use of the engineering design process and its related vocabulary throughout her standard curriculum during the school year. For this study, the focus of data collection was only on the lessons wherein students were making design decisions; therefore, not all of the lessons within this curriculum unit were analyzed. The findings start with the planning stage of the engineering design process. Prior to the planning stage, students explored the engineering design process, developed an understanding of microelectronics, and learned about their client. The client, which is an integral part of the curriculum unit, gives real-world context for the design challenge. Therefore, students are working through the engineering design process for a “real client” that keeps in communication with the class through multiple client letters throughout the unit. For this unit, the client is a company looking to revive interest in board games and reduce screen time for students and families. The client is planning to increase game board engagement through the addition of technology, more specifically a microcontroller. Lessons four through seven were the focus of this study. Lesson summaries (4–7), along with the objectives, can be seen below in
Table 2. The lessons observed occurred over 21 class periods, with each class totaling 40 min. The lessons included in the analysis are the lessons shown in
Table 2.
Figure 1 shows the different board game templates students could choose from for this unit.
Table 3 highlights the different board game themes that the students could choose from for their design activity.
Table 2.
Curricular context of the microelectronics board game design STEM unit.
Table 2.
Curricular context of the microelectronics board game design STEM unit.
Lesson | Classes Observed | Lesson Objectives | Lesson Summary |
---|
4 | 3 | Identify information gaps and rewrite poorly written instructions. Annotate and identify criteria and constraints in a client letter. Plan game concepts by brainstorming and reflecting on notebook prompts. Communicate in teams to finalize plans using evidence-based reasoning.
| In this lesson students plan their board game designs (see Figure 2 and Figure 3). Before planning, students revise a set of poorly written game instructions. Then they annotate a client memo, which provides additional criteria and constraints they will have to consider as they plan. Students spend time individually brainstorming their ideas then work in groups using evidence-based reasoning to justify their design decisions. |
5 | 2 | | In this lesson students are introduced to coding and micro:bits through two different styles of activities. The unplugged activity involves putting together code (Block or Python) puzzle pieces. The plugged activity involves coding the micro:bit to fit within the constraints and criteria of the engineering design challenge. Students work with starter codes, which they can adapt to fit their design ideas. |
6 | 5 | Craft clear instructions using informative writing practices. Collaboratively construct a game prototype. Evaluate their game instructions through testing.
| In this lesson students use their plans and knowledge of informative writing to compose the first draft of their instruction manuals and build their game prototypes. Once assembled, each team playtest their own game, then reflect and redesign based on what they learned from alpha testing. |
7 | 2 | Evaluate other teams’ designs using a rubric. Redesign their solution to the engineering challenge using evidence and feedback from other groups. Create a publishable quality version of their instructions for the client.
| Students’ playtest other groups’ games and evaluate the quality of other games using a rubric that focuses on context, constraints, and playability. Then, students redesign their games and instructions after receiving feedback from their peers. Students use evidence-based reasoning to justify their redesign decisions. Students receive another client memo about presentation requirements. |
Figure 1.
This figure shows the different board game templates students could choose from. Group A chose template C and Group B chose template A.
Figure 1.
This figure shows the different board game templates students could choose from. Group A chose template C and Group B chose template A.
Figure 2.
Group A’s final board game design. Group A has most of their spaces labeled with a clear “Start” and “End”. There are additional spaces such as “Draw Card”, “Stuck”, and “Slip”, as well as various blank spots. In the middle of the board there is a place for the game cards, as well as a path that the game pieces can go down if a player lands on the “Slip” spot.
Figure 2.
Group A’s final board game design. Group A has most of their spaces labeled with a clear “Start” and “End”. There are additional spaces such as “Draw Card”, “Stuck”, and “Slip”, as well as various blank spots. In the middle of the board there is a place for the game cards, as well as a path that the game pieces can go down if a player lands on the “Slip” spot.
Figure 3.
Group B’s final board game design. There are different colors used on different squares. The board game template chosen appears to have a natural beginning and end.
Figure 3.
Group B’s final board game design. There are different colors used on different squares. The board game template chosen appears to have a natural beginning and end.
Table 3.
Each group had the choice to design their board game with one of the following themes. Group A chose vintage re-Vamped and Group B chose vintage re-Vamped.
Table 3.
Each group had the choice to design their board game with one of the following themes. Group A chose vintage re-Vamped and Group B chose vintage re-Vamped.
Theme Name | Theme Description |
---|
Bilingual Boards | Bilingual Boards is focused on creating games to help students learn languages. The same rules of board game design apply, but the games for this division often involve gameplay (not just instructions) that use more than one language. |
Games 4 Girls | Games 4 Girls is focused on creating games that are centered on girls’ interests. Their mission statement is “Games for all”. Game designers for this branch undertook research into how to appeal to the female demographic. |
Kollaborative Kwests | Kollaborative Kwests is focused on “collaborative gameplay”. The designers dive into how to bring players together to solve problems and overcome challenges as a team. Players win when their team succeeds. |
Athletic Adventures | Athletic Adventures is focused on creating board games with a theme of sports. The designers consider how to translate the traditional rules of a particular sport into a board game setting. |
Vintage re-Vamped | Vintage re-Vamped is focused on putting modern twists on classic board games. This division finds way to reignite interest through the redesign of traditional board games. |
Participants: Data for this study were collected from two groups and the teacher in a sixth-grade MLL classroom. The teacher was an author of the curriculum being implemented. Placement of the students into groups was determined by the teacher, without specific criteria for selection. Students’ primary language was Spanish; however, the students used English in the classroom.
Table 4 below provides pseudonyms for students involved.
The students in Group A consisted of four students: Antonio, Amber, Austin, and Alice. However, during the unit, Austin left the group for unknown reasons and Asher was added in his place. The addition of Asher into Group A helped shape the design of the students’ final project. The students in Group B consisted of Ben, Brandon, and Blake. These students seemed to be working as friends rather than classmates. Their collaboration was marked by a sense of camaraderie, suggesting a strong bond beyond the classroom. These groups demonstrated unique working styles, leading to intriguing insights.
5. Implications
This study adds to research on integrated STEM education by demonstrating how engineering design-based activities in ELA classrooms can support collaborative learning and engagement among MLLs. The findings of this study suggest several actionable strategies for educators implementing engineering design-based learning in ELA classrooms. For example, when students were introduced to coding, there was a spike in interest in using the micro:bits; however, moments of
oppositional interactions arose when group members felt excluded. Relying on the analytical framework (
D. W. Johnson & Johnson, 2009) to structure small-group learning can encourage
promotive interactions within groups. Strategies like intentional group role assignment are essential to ensure equitable participation, minimize passive involvement, and encourage promotive interaction.
Professional development that introduces group structuring methods and teacher facilitation models can improve the implementation of an engineering design-based unit in an ELA classroom. To promote the collaboration of students within groups, teachers can adopt structured approaches to group work. Clear role assignments have been shown to mitigate passive participation and “free riding” (
Dingel et al., 2013;
Ibrahim & Rashid, 2022). The findings suggest that clear role assignment enhances
outcome interdependence and task ownership. Students’ roles can be designed to encourage shared responsibility, as teams with distributed leadership models can be more effective in design tasks (
Dym et al., 2005). While engineering design tasks offer opportunities for shared problem-solving and authentic engagement, student collaboration is shaped by group dynamics, role clarity, and teacher facilitation. This aligns with prior findings confirming that group work is complex and socially situated (
S. A. Pattison et al., 2018;
Lave, 1988;
Wieselmann et al., 2020). The goal of the engineering-design based ELA unit in this study is not to teach about group dynamics; however, if left unguided, as evidenced in the findings, small-group interactions can impact decision-making.
Group dynamics can impact synergy between disciplinary learning and engineering design-based STEM integration strategies, influencing student engagement. Embedding structured
group processing and regular self and peer evaluations into the curriculum may help students reflect on their contributions, improve accountability, and strengthen group cohesion. As student roles and group identities shift throughout a project (
S. Pattison et al., 2020), ongoing reflection through
group processing (
D. W. Johnson & Johnson, 2009) can help students evaluate and refine their contributions to the group project. Teacher facilitation plays a role in guiding student interactions. The teacher was often the primary driver of group engagement, particularly when students struggled to coordinate decisions or share responsibilities. This highlights a need for professional development that prepares educators to manage collaborative dynamics and implement structures like
group processing for reflective check-ins (
Pasquarella et al., 2025). As
Moschkovich (
2002) and
Gutiérrez (
2008) argue, teachers can enhance participation, especially for MLL students, by using scaffolds that support content and language development. This can include visual aids, structured peer interaction, and opportunities for multimodal communication.
Teachers should also be equipped with strategies to promote informed decision-making, such as scaffolding evidence-based reasoning in classroom discourse and the implementation of decision matrices (
National Research Council, 2001;
Kelley, 2010;
Siverling et al., 2021). These strategies can help students move beyond preference-driven decision-making toward more critical and reflective design choices. While the unit provided opportunities for evidence-based reasoning, students rarely used evidence to guide decisions during group interactions. This supports prior research showing that, in the absence of explicit support, students often rely on intuition, emotion, or peer influence, rather than systematic decision-making (
Hsu & Lin, 2017;
Meyer, 2018). Structured tools, such as evidence-based reasoning prompts, sentence frames, and teacher modeling, are necessary to help students weigh alternatives, justify their decisions, and develop critical thinking skills (
Siverling et al., 2021).
Using decision matrices within an engineering design process-based unit is another strategy that offers benefits for team decision-making. A decision matrix is a structured tool that helps teams evaluate design options by assigning weights to key constraints and criteria (
National Research Council, 2001;
Kelley, 2010). This approach allows students to identify the critical factors in their design, rank them by importance, and assign percentage weights to reflect their importance (
Kelley, 2010). Through group discussions, teams determine how each potential solution meets the established criteria. By calculating weighted scores and summing the results, they can objectively identify the most suitable design choice based on their collective assessment. Given the importance of decision-making within the engineering design process, these supports, like design matrices, can increase the collaborative benefits of design-based instruction (
Jonassen & Grabowski, 1993;
Meyer, 2018). For productive and equal collaboration, educators can scaffold group interactions, ensuring that students engage in structured discussions, evaluate evidence, and navigate design decisions.
For MLLs, design-based learning offers opportunities for disciplinary and language development. As students engage in group discourse, problem-solving, and multimodal representation, they can develop language skills across four domains: speaking, listening, reading, and writing. These experiences align with constructivist and sociocultural theories of learning (
Vygotsky, 1978;
Lave & Wenger, 1991), which emphasize the importance of peer interaction, authentic tasks, and situated learning contexts. Journals, diagrams, and reflective writing are tools whose use is supported in the literature (
Shanahan et al., 2018;
A. M. Johnson et al., 2013), and which can also help students externalize their thinking and engage in evidence-based design decisions. Through these strategies, engineering design can invoke innovation and problem-solving, while being a tool for MLLs to develop their linguistic and disciplinary knowledge in meaningful contexts.