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resource project Professional Development, Conferences, and Networks
The University of Washington, the Exploratorium, the Education Development Center, Inverness Research, and the University of Colorado - Boulder have come together to form a Research+Practice (R+P) Collaboratory. The Collaboratory seeks to address and reframe the gap between research and practice in K-12 STEM education. This gap persists despite decades of work by many leading organizations, associations, and individuals. Attempts to close the gap have generally focused on creating resources and mechanisms that first explain or illustrate "what research says" and then invite educators to access and integrate findings into practice. Recently, however, attention has turned to the ways in which the medical sciences are addressing the gap between research and clinical practice through the developing field of "translational research." In medicine, the strategy has been to shift the focus from adoption to adaptation of research into practice. Implicit in the notion of adaptation is a bi-directional process of cultural exchange in which both researchers and practitioners come to understand how the knowledge products of each field can strengthen the professional activities in the other. Along these lines, the R+P Collaboratory is working with leading professional associations and STEM improvement efforts to leverage their existing knowledge and experience and to build sustainable strategies for closing the gap. Activities include:


Collecting, creating and synthesizing translational research resources to expand STEM educators' and educational leaders' access and awareness to current relevant research.
Supporting multiple opportunities for cross-sector (research and practice; education and social sciences; formal and informal) meetings to foster critical engagement and cultural exchange.
Testing, documenting and innovating new resources and mechanisms at Adaptation Sites and disseminating both products and results through the R+P Resource Center.


The R+P Collaboratory is developing an online 'Go-To' Resource Center website that houses the resources collected, created, and curated by the Collaboratory. The Resource Center also has significant 'Take-Out' features, with all materials meta-tagged so that they can be automatically uploaded, reformatted, and integrated into the existing communication and professional development mechanisms (e.g., newsletters, digests, conferences, and websites) of a dozen leading professional associations within a Professional Association Partner Network.

In light of new and emerging standards in the STEM disciplines, the Collaboratory is focusing its work on four salient and timely bodies of research: (a) STEM Practices, (b) Formative Assessment, (c) Cyberlearning, and (d) Learning as a Cross-Setting Phenomenon. Special emphasis is being placed on research and practice that focuses on the learning of children and youth from communities historically underrepresented in STEM fields.

The work of the R+P Collaboratory includes research and evaluation of its own efforts through studies aimed at answering the following questions:


How are Collaboratory resources and engagement activities accessed, experienced and leveraged by participants?
What resources, mechanisms and learning contexts support cultural exchange among STEM education researchers and practitioners?
What new kinds of practices result when research-based evidence is adapted into evidence-based practices, and how does it change learning opportunities for K-12 aged children?
How can effective strategies, mechanisms and resources of the Collaboratory be scaled and adapted to new contexts?
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resource project Media and Technology
In 2018, the Croucher Foundation conducted its third annual mapping exercise for the out-of-school STEM learning ecosystem in Hong Kong.

The study reveals a rich and vibrant ecosystem for out-of-school STEM in Hong Kong with over 3,000 discrete activities covering a very wide range of science disciplines. This third report indicates extremely rapid growth in available out-of-school STEM activities compared to 2016 and an even larger increase in the number of organisations offering out-of-school STEM activities in Hong Kong.

STEM educators are eager to foster long term collaboration with each other, and with schools. At the same time, good working practice by schools, teachers, STEM educators and institutions that involves and engages local communities was discovered, showing the diversified modes of connection which could enhance the sustainability of STEM ecosystem.

We trust that this three-year study with its associated digital maps, provides a useful resource for schools, teachers, students, parents, STEM educators and education policy makers in Hong Kong.
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TEAM MEMBERS: Siu Po Lee David Foster
resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
resource project Media and Technology
The Discovery Research K-12 program (DR-K12) seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools (RMTs). Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed projects. This project scales up the PBS NewsHour Student Reporting Labs (SRL), a model that trains teens to produce video reports on important STEM issues from a youth perspective. Participating schools receive a SRL journalism and digital media literacy curriculum, a mentor for students from a local PBS affiliate, professional development for educators, and support from the PBS NewsHour team. The production of news stories and student-oriented instruction in the classroom are designed to increase student learning of STEM content through student-centered inquiry and reflections on metacognition. Students will develop a deep understanding of the material to choose the best strategy to teach or tell the STEM story to others through digital media. Over the 4 years of the project, the model will be expanded from the current 70 schools to 150 in 40 states targeting schools with high populations of underrepresented youth. New components will be added to the model including STEM professional mentors and a social media and media analytics component. Project partners include local PBS stations, Project Lead the Way, and Share My Lesson educators.

The research study conducted by New Knowledge, LLC will add new knowledge about the growing field of youth science journalism and digital media. Front-end evaluation will assess students' understanding of contemporary STEM issues by deploying a web-based survey to crowd-source youth reactions, interest, questions, and thoughts about current science issues. A subset of questions will explore students' tendencies to pass newly-acquired information to members of the larger social networks. Formative evaluation will include qualitative and quantitative studies of multiple stakeholders at the Student Reporting Labs to refine the implementation of the program. Summative evaluation will track learning outcomes/changes such as: How does student reporting on STEM news increase their STEM literacy competencies? How does it affect their interest in STEM careers? Which strategies are most effective with underrepresented students? How do youth communicate with each other about science content, informing news media best practices? The research team will use data from pre/post and post-delayed surveys taken by 1700 students in the STEM Student Reporting Labs and 1700 from control groups. In addition, interviews with teachers will assess the curriculum and impressions of student engagement.
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TEAM MEMBERS: Leah Clapman
resource project Public Programs
EvalFest (Evaluation Use, Value, and Learning through Festivals of Science and Technology) will test innovative evaluation methods in science festivals that are being held across the country and assess in what ways and how effectively they are used. Morehead Planetarium and Science Center (at the University of North Carolina-Chapel Hill) and the University of California, San Francisco, in collaboration with over twenty science festivals, will (1) investigate whether a multisite evaluation approach is an effective model for creating common metrics for informal STEM education, (2) develop common methods to measure the effects of Festivals, (3) create a query-able database of 50,000 Festival attendees to share with the informal STEM learning field, and (4) document whether these efforts also result in new knowledge related to informal STEM education. The project will develop the Enterprise Feedback Management (EFM) system and query-able database for the festival community. EFMs are systems, including processes and software, that enable groups (such as the festival network) to collect, organize, analyze and share data. The EFM system will be designed to integrate data across sites and to allow users to extract data of interest. The project will refine evaluation tools currently used within the Science Festival Alliance that assess self-reported festival learning, and the effects of festival attendance, motivation, and future science participation. It will collect economic impact data and longitudinal festival attendee data. The project will also develop some new evaluation tools such as secret shopper observational protocols. Data from festival attendees will be collected onsite at participating festivals.
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resource project Public Programs
This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. This study will contribute to these goals by providing empirical evidence about how and under what circumstances science museums, science centers, and other designed settings for informal science education (ISE) can change so that they will reach more diverse audiences with the full range of their educational activities. This study will deepen understanding of equity norms and practices at ISE organizations, as well as the internal and contextual factors that shape them. The project builds on a unique opportunity provided by the widely known and critically acclaimed exhibition "RACE: Are We So Different?" After traveling to dozens of museums and science centers, and being seen by over three million people, RACE is returning home to the Science Museum of Minnesota (SMM) where it was created. Strand 1 of this study will examine the processes underlying organizational change at SMM as it attempts to use RACE to leverage organization-wide change. In Strand 2, the project team will compare the experiences of ISE organizations around the country that hosted RACE, focusing on the conditions that influence reflection and lead to (or prevent) lasting impact. These two studies will inform the design of Strand 3: a national survey on equity norms and practices, and the potential for equity-related change, in designed settings for ISE. Four research questions guide all project activities: 1)How can such Informal Science Education organizations leverage an unusual event, such as a traveling exhibition, to catalyze and sustain change in their equity-related norms and practices? 2) How and when does the deep reflection required to change entrenched norms and practices manifest itself in ISE organizations that attempt to change their equity norms and practices? 3) What contextual factors support or oppose the achievement and maintenance of organization-wide changes in equity norms and practices? 4) How common are these supportive and opposing conditions in the institutional field of museums and science centers, and how prevalent are different norms and practices related to equity?
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