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resource project Media and Technology
The project team is developing a prototype of Thinking Time, a tablet-based app and game for early learners (ages 3- to 6-years-old) that provides cognitive training games based on neuropsychological research. Game play will be self-guided and adaptive, and will support the development of working memory, attention and impulse control, and flexibility. The goal is to promote academic readiness by scaffolding cognitive skills during the early years of heightened brain plasticity. In the Phase I pilot research, the project team will examine whether the software prototype functions as planned, if teachers are able to integrate it within the classroom environment, and whether children are engaged with the prototype.
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TEAM MEMBERS: Grace Wardhana
resource evaluation Media and Technology
Produced by Twin Cities Public Television, St. Paul, MN, and supported by 3M, Sparticl is a free web and mobile service intended for teens but open to all. For Sparticl, experts have curated existing web videos, games, articles and activities to provide a digital library representing the very best in science, technology, engineering and math (STEM) education. For the evaluation of Sparticl, Multimedia Research recruited 64 eighth graders from six states to explore Sparticl for a minimum of two hours. Teens experienced a broad expanse of what website has to offer, a wide range of content
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TEAM MEMBERS: Barbara Flagg
resource project Media and Technology
A new online and mobile resource for teens, Sparticl presents the best science, technology, engineering, and math (STEM) resources on the web. A team of experts has hand-selected articles, videos, games, hands-on activities, and other content that is age-appropriate, accurate, safe, and engaging. Teens and educators can explore and investigate, share and contribute—all the while earning points and badges.
The site is designed to allow teens to easily rate, comment on, and share their favorite games, articles, and activities. Users can create their own customized collections and submit new resources. The goal of Sparticl is to create an online destination that is irresistible to kids and valued by parents, teachers, and the scientific community, a destination where providers of high-quality STEM content will be proud to be included. Sparticl is created by the National Productions division of Twin Cities Public Television and is made possible with the generous support of 3M.
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TEAM MEMBERS: Richard Hudson
resource project Public Programs
Pacific Science Center will expand its Science, Technology, Engineering and Math—Out-of-School Time (STEM-OST) model to new venues in the Puget Sound region to improve science literacy and increase interest in STEM careers for youth. STEM-OST brings hands-on lessons and activities in physics, engineering, astronomy, mathematics, geology, and health to elementary and middle school children in underserved communities throughout the summer months. The center will modify lessons and activities to serve students in grades K-2, align the curriculum with the Next Generation Science Standards, and increase the number of Family Science Days and Family Science Workshops offered to enhance parent involvement in STEM learning. The program will employ a tiered mentoring approach with outreach educators, teens, and education volunteers to increase interest in STEM content and provide direct links between STEM and workforce preparedness.
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TEAM MEMBERS: Ann McMahon
resource project Public Programs
Sciencenter will develop and deliver "Science from the Start," a program to empower parents, caregivers, and early childhood educators to integrate STEM (science, technology, engineering, and math) into everyday activities for preschool children. Using workshops to help parents, caregivers, and educators engage children in science discovery, the museum will provide support, training, and inquiry-based activities to increase their comfort and knowledge of methods to encourage their children's STEM learning. "Science from the Start" will increase the museum's capacity in early childhood education and disseminate results to science and technology centers to promote a deeper understanding of the importance of early childhood education as the foundation for lifelong learning.
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TEAM MEMBERS: Charles Trautmann
resource project Media and Technology
WGBH Educational Foundation will create PEEP'S WORLD/EL MUNDO DE PEEP, a Web-based "Digital Hub," in both English and Spanish, to significantly increase the impact of the extensive collection of proven preschool science and math assets from the Emmy Award-winning TV show PEEP AND THE BIG WIDE WORLD®. This project will: (1) redesign the PEEP Web site, creating interactive media experiences that will contextualize existing content and take advantage of new Web design; (2) provide professional development for preschool educators; and (3) reach a new audience of family childcare educators, one that is woefully underserved when it comes to educational resources about science. Dissemination through a network of national organizations, including National Association of Family Child Care, National Association of Child Care Resource and Referral Agencies, National Head Start Association, National Education Association, AVANCE, and Committee for Hispanic Children and Families, will help engage the maximum number of educators and parents in the project. PEEP'S WORLD/EL MUNDO DE PEEP will provide resources for targeted audiences. Specifically these resources will provide: Children with multiple ways to engage with science or math content areas, including interactive games, animated stories, and live-action videos; Parents with guided experiences to facilitate their child's math and science play; Center-based preschool educators with a media-rich, year long science curriculum and professional development materials; and Family childcare educators with curriculum modules, integrated with media, focused on six science content areas, and professional development materials for home-care settings in English and in Spanish. The University of Massachusetts's Donahue Institute will conduct a formative evaluation of the family childcare educator resources: 200 Spanish-speaking and 200 English-speaking educators will pilot the curriculum modules and professional development videos. Concord Evaluation Group, Inc. will conduct a summative evaluation, consisting of a Family Web Site Experiment and a National Observational Study, to assess the extent to which the project is successful at achieving its intended impacts. A multifaceted national dissemination plan will include a robust social media strategy, implemented by a Spanish-speaking online community manager, to reach parents, and collaborations with early childhood education statewide systems to reach educators. The projects intended impacts are to: (1) help English- and Spanish-speaking preschoolers effectively apply science and mathematical inquiry and process skills; (2) empower English- and Spanish-speaking parents to feel more equipped and inclined to facilitate science and math exploration with their preschoolers; and, (3) provide center-based and family childcare educators with resources for incorporating math and science into their curricula and boosting their confidence in teaching these subjects. While many parents know how to read to their children, they do not typically know how to approach science or math investigations with their pre-schoolers. After parents, preschool educators are the most important promoters of a young child\'s learning. Yet, center-based and family childcare educators do not receive significant training in science, and thus lack confidence when conducting preschool science activities. By providing parents and educators resources for approaching preschool science and math, which meet their specific needs, PEEP will help alleviate these challenges.
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TEAM MEMBERS: Marisa Wolsky Kate Taylor
resource project Media and Technology
This full scale research and development collaborative project between Smith College and Springfield Technical Community College improves technical literacy for children in the area of engineering education through the Through My Window learning environment. The instructional design of the learning environment results from the application of innovative educational approaches based on research in the learning sciences—Egan's Imaginative Education (IE) and Knowledge Building (KB). The project provides idea-centered engineering curriculum that facilitates deep learning of engineering concepts through the use of developmentally appropriate narrative and interactive multimedia via interactive forums and blogs, young adult novels (audio and text with English and Spanish versions), eight extensive tie-in activities, an offline teachers’ curriculum guide, and social network connections and electronic portfolios. Targeting traditionally underrepresented groups in engineering—especially girls—the overarching goals of the project are improving attitudes toward engineering; providing a deeper understanding of what engineering is about; supporting the development of specific engineering skills; and increasing interest in engineering careers. The project will address the following research questions: What is the quality of the knowledge building discourse? Does it get better over time? Will students, given the opportunity, extend the discourse to new areas? What scaffolding does the learning environment need to support novice participants in this discourse? Does the use of narrative influence participation in knowledge building? Are certain types of narratives more effective in influencing participation in knowledge building? Evaluative feedback for usability, value effectiveness, and ease of implementation from informal educators and leaders from the Connecticut After School Network CTASN) will be included. The evaluation will include documentation on the impact of narrative and multimedia tools in the area of engineering education. Currently, there is very little research regarding children and young teen engagement in engineering education activities using narrative as a structure to facilitate learning engineering concepts and principles. The research and activities developed from this proposed project contributes to the field of Informal Science and Engineering Education. The results from this project could impact upper elementary and middle-school aged children and members from underrepresented communities and girls in a positive way.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Alan Rudnitsky Isabel Huff
resource project Media and Technology
Iridescent is a not-for-profit company that develops and implements informal science and engineering experiences for students by facilitating the translation of the work that scientists and engineers do in a way that makes that work accessible to families. The proposal expands the Iridescent outreach activities funded by the Office of Naval Research, to provide a blended combination of in-person and online support to the families of underrepresented populations. The project is producing twenty videos of scientists and engineers presenting their research that are closely aligned with one hundred scientific inquiry and engineering design-based experiments and lesson plans. These digital resources, collectively called the Curiosity Machine, provide opportunities for parents and children to engage in scientific inquiry and engineering design in multiple face-to-face and online environments, including mobile technologies. The evaluation findings from this project provide a model of how to engage STEM education practitioners, teachers and online communities, to substantively connect underserved communities, in both informal and more formal learning environments to develop experiences with engineering design and to improve students' perspectives about and motivations to prepare for STEM careers. The Curiosity Machine portal is designed to present scientists and engineers explaining the work that they do in a way that makes it accessible to parents and students. Iridescent is working at three sites across the country in South Los Angeles, the South Bronx in New York City, and San Francisco. Students and their families have multiple access points to the science and engineering videos and materials through after school activities, Family Science Nights and summer camps. The project is piloting the use of electronic badges, similar to those offered in the Boy and Girl Scouts as a mechanism to enhance the engagement and persistence of students in the online activities. The project is developing ways to evaluate student engagement and performance through the analysis of the products that students submit online in response to particular science and engineering challenges. Students can also gain extra credit at school for their participation in the Curiosity Machine activities. The materials that the Curiosity Machine activities and challenges use are those that are commonly available to families, and the project provides access to mobile technology to facilitate participation by families. Student access to out of school science and engineering experiences is limited by the resources in terms of time and availability science centers have available. This project develops the resources and tools to bridge the in-school and out of school activities for students through the use of videos and online participation in ways that expand the opportunity of students from underserved populations to continue to engage in substantive science and engineering experiences beyond what they might get during an intermittent visit to a science center. The research and evaluation that is part of this study provides information about how new forms of extrinsic motivation might be used to support student engagement and persistence in learning about science and engineering.
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TEAM MEMBERS: Tara Chklovski
resource evaluation Public Programs
This report summarizes the evaluation results from the NSF funded Eight-Legged Encounters family event that uses arachnids as a hook to draw public interests towards science. The event involves informative and hands-on activities that bridge the gap between academia and the public, extending knowledge about arachnids to children and their parents. The Bureau of Sociological Research (BOSR) at UNL was contracted to evaluate Eight-Legged Encounters. The data collection for this report involves five events and three audiences: adults, children, and the volunteers of the event. Two events were
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TEAM MEMBERS: University of Nebraska Lincoln Eileen Hebets
resource project Media and Technology
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
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TEAM MEMBERS: Yasmin Kafai Karen Elinich Orkan Telhan
resource project Public Programs
Many communities across the country are developing "maker spaces," environments that combine physical fabrication equipment, social communities of people working together, and educational activities for learning how to design and create objects. Increasingly, maker spaces and maker technologies are being designed to provide extended learning opportunities for school-aged young people. Unfortunately, few youth from under-represented populations have had the opportunity to participate in these maker spaces, and many communities do not have the resources to establish facilities dedicated to making activities. This project, a collaboration of faculty at California State University, San Marcos and San Diego County Office of Education, the Vista Unified School District, and the San Diego Fab Lab, is a feasibility study that will work to address these needs by implementing and evaluating a pilot Mobile Making program in an underserved youth population. It will bring Making to four after-school programs in underserved communities in San Diego by using a van to take both equipment and undergraduate student mentors to program sites. At these sites, between 50% and 90% of the students are Hispanic or Latino and between 40% and 90% are eligible for free or reduced price lunch. The project employs a research-based approach to the design and implementation of the Mobile Making program, coupled with an evidenced-based plan for developing a model for future dissemination. Project objectives are: increasing the participants' interest, self-efficacy, and perception of the relevance of Making/STEM in everyday life; identifying and overcoming challenges associated with a Mobile Making program; developing a model for implementing and assessing Mobile Making in underserved communities; and disseminating materials and guides for practitioners. Development will be guided by five research-based principles for design of out-of-school time programs in underserved communities: access to resources; ethnically diverse near-peer leaders; authentic activities; legitimacy within the community; and ongoing input from participants. To inform program development and implementation, including continuous monitoring and adjustment throughout the two-year initiative, the evaluation component will use a mixed methods approach to study outcomes with respect to the students, their parents and the undergraduate mentors. Future work will apply the lessons learned in the project to guide implementations and study the model's applicability in other informal education settings. The dissemination plan will include publication of project findings, activities, practitioner's guides, and the model for implementing making programs in underserved communities.
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TEAM MEMBERS: Edward Price Charles de Leone
resource research Public Programs
This paper examines how students, teachers, and parents evaluate residential fieldwork courses. As in prior research, findings from questionnaire data indicate that fieldwork effects social, affective, and behavioural learning. More surprisingly, focus group interviews captured increases in cognitive learning as well. This paper underscores the value of out-of-school experiences, particularly for students from under-resourced backgrounds.
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TEAM MEMBERS: Heather King