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resource project Exhibitions
RISES (Re-energize and Invigorate Student Engagement through Science) is a coordinated suite of resources including 42 interactive English and Spanish STEM videos produced by Children's Museum Houston in coordination with the science curriculum department at Houston ISD. The videos are aligned to the Texas Essential Knowledge and Skills standards, and each come with a bilingual Activity Guide and Parent Prompt sheet, which includes guiding questions and other extension activities.
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resource research Informal/Formal Connections
This "mini-poster," a two-page slideshow presenting an overview of the project, was presented at the 2023 AISL Awardee Meeting.
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TEAM MEMBERS: Laura Conner Carrie Tzou Blakely Tsurusaki Mareca Guthrie
resource project Professional Development, Conferences, and Networks
This three-year project focuses on professional research experiences for middle and high school STEM teachers through investigations of the Great American Biotic Interchange (GABI). Each year 10 teachers (in diverse fields including biology, chemistry, earth and environmental sciences, and oceanography) and three to five professional paleontologists will participate in a four-phase process of professional development, including: a (1) pre-trip orientation (May); (2) 12 days in Panama in July collecting fossils from previously reported, as well as newly discovered, sites; (3) a post-trip on-line (cyber-enabled) Community of Practice; and (4) a final wrap-up at the end of each cohort (December). In addition, some of the teachers may also elect to partner with scientists in their research laboratories, principally located in California, Florida, and New Mexico. The partners in Panama are from the Universidad Autónoma de Chiriquí (UNACHI), including faculty and students, as well as STEM teachers from schools in Panama. Teachers that participate in this RET will develop lesson plans related to fossils, paleontology, evolution, geology, past climate change, and related content aligned with current STEM standards.

The GABI, catalyzed by the formation of the Isthmus of Panama during the Neogene, had a profound effect on the evolution and geography of terrestrial organisms throughout the Americas and marine organisms globally. For example, more than 100 genera of terrestrial mammals dispersed between the Americas, and numerous marine organisms had their interoceanic distributions cut in half by the formation of the Isthmus. Rather than being considered a single event that occurred about 4 million years ago, the GABI likely represents a series of dispersals over the past 10 million years, some of which occurred before full closure of the Isthmus. New fossil discoveries in Panama resulting from the GABI RET (Research Experiences for Teachers) are thus contributing to the understanding of the complexity and timing of the GABI during the Neogene.

This award is being co-funded with the Office International and Integrative Activities.
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TEAM MEMBERS: Bruce MacFadden
resource evaluation Professional Development, Conferences, and Networks
This document describes the summative project evaluation of 5 annual cohorts of STE(A)M teachers, mostly from California, Florida, and New Mexico participating in out-of-school authentic research experiences collecting fossils and learning about geology, biology, and the natural history along the Panama Canal, and their experiences with museums and research collections. The STEM content of this project is based on the Great American Biotic Interchange (GABI) of animals and plants across the Isthmus of Panama over the past 5 million years. This report also describes the efficacy of sustained
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TEAM MEMBERS: Bruce MacFadden
resource evaluation Public Programs
Summative evaluation of one of four pieces of the Marcellus Matters: EASE project. This study examined the effectiveness of a program developed to immerse adult learners in the processes of scientific research by teaching participants to locate and report orphan and abandoned natural gas wells.
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TEAM MEMBERS: Joe E Heimlich Donnelley (Dolly) Hayde Rebecca Nall
resource evaluation Public Programs
Summative evaluation of one of four pieces of the Marcellus Matters: EASE project. This study examined the effectiveness of a ten-week adult/community education program about topics related to natural gas development.
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resource research Public Programs
Little scholarly investigation of chemistry outreach carried out by undergraduate students in schools and communities has occurred despite widespread practice and monetary investment by large national and international organizations. This study provides the first investigation of these fairly uncharted waters by characterizing expected outcomes of outreach events, the types of activities and chemistry content widely practiced, and how outreach practitioners evaluate the success of events. Results from an open-ended survey deployed nationally to college students and faculty/staff members
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TEAM MEMBERS: Justin Pratt Ellen Yezierski
resource project Media and Technology
The project team is developing a prototype of a web-based game utilizing the illustrations of chemical elements and science terms created by Simon Basher in his three books, The Periodic Table: Elements with Style!, Chemistry: Getting a Big Reaction!, and Physics: Why Matter Matters! The game will incorporate augmented reality (person-to-person gameplay with the support of the software) to teach grade 4 to 6 students science concepts, including an introduction to chemistry. The game will include curriculum support materials. Pilot research in Phase I will seek to demonstrate that the software prototype functions as planned, teachers are able to integrate it within the classroom environment, and students are engaged with the prototype.
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TEAM MEMBERS: Victoria Van Voorhis
resource project Media and Technology
The project team is developing a prototype of Happy Atoms, a game to support middle school students in learning about the composition of molecules. Happy Atoms will include physical manipulative balls with embedded magnets wirelessly connected to a tablet application (app) to recognize whether or not the created molecule exists and explain why or why not. The app will also include teacher resources including instructional videos and curriculum suggestions in order to better integrate the use of the product into classrooms. In the Phase I pilot research, the project team will examine whether the hardware and software prototypes function as planned, teachers are able to integrate it within the classroom environment, and students are engaged with the prototype.
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TEAM MEMBERS: Jesse Schell
resource project Media and Technology
Purpose: This project will develop and test Happy Atoms, a physical modeling set and an interactive iPad app for use in high school chemistry classrooms. Happy Atoms is designed to facilitate student learning of atomic modeling, a difficult topic for chemistry high school students to master. Standard instructional practice in this area typically includes teachers using slides, static ball and stick models, or computer-simulation software to present diagrams on a whiteboard. However, these methods do not adequately depict atomic interactions effectively, thus obscuring complex knowledge and understanding of their formulas and characteristics.

Project Activities: During Phase I (completed in 2014), the team developed a prototype of a physical modeling set including a computerized ball and stick molecular models representing the first 17 elements on the periodic table and an iPad app that identifies and generates information about atoms. A pilot study at the end of Phase I tested the prototype with 187 high school students in 12 chemistry classes. Researchers found that the prototype functioned as intended. Results showed that 88% of students enjoyed using the prototype, and that 79% indicated that it helped learning. In Phase II, the team will develop additional models and will strengthen functionality for effective integration into instructional practice. After development is complete, a larger pilot study will assess the usability and feasibility, fidelity of implementation, and promise of Happy Atoms to improve learning. The study will include 30 grade 11 chemistry classrooms, with half randomly assigned to use Happy Atoms and half who will continue with business as usual procedures. Analyses will compare pre-and-post scores of student's chemistry learning, including atomic modeling.

Product: Happy Atoms will include a set of physical models paired with an iPad app to cover high school chemistry topics in atomic modeling. The modeling set will include individual plastic balls representing the elements of the periodic table. Students will use an iPad app to take a picture of models they create. Using computer-generated algorithms, the app will then identify the model and generate information about its physical and chemical properties and uses. The app will also inform students if a model that is created does not exist. Happy Atoms will replace or supplement lesson plans to enhance chemistry teaching. The app will include teacher resources suggesting how to incorporate games and activities to reinforce lesson plans and learning.
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TEAM MEMBERS: Jesse Schell
resource project Media and Technology
This project team will develop and test a prototype of SuperChem VR, a game to support high school students' basic chemistry learning. The prototype will include a set of web-based laboratory modules which will be integrated within a virtual reality headset to allow for a 360-degree visual exploration of the environment. The prototype will also include teacher resources for classroom implementation. In the Phase I pilot research with 3 teachers and 54 students, the project team will examine whether the hardware and software prototype functions as planned, whether teachers are able to integrate it within the classroom environment, and whether students are engaged while using the prototype.
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TEAM MEMBERS: Jesse Schell
resource project Media and Technology
Purpose: This project team will fully develop and test SuperChemVR, a virtual environment integrated within a Virtual Reality (VR) headset for an immersive exploration of a chemistry lab. While chemistry labs offer the benefits of hands-on experimentation to help students learn abstract concepts, they are costly to maintain, supervise, and pose safety risks. Virtual chemistry labs for computers and tablets allow students to explore chemistry safely with unlimited resources, and provide immediate feedback and automated assessments, but these "point-and click" experiences are not immersive or hands-on. Immersive VR allows users to fully experience an interactive, 3-Dimensional 360-degree environment.

Project Activities: During Phase I, (completed in 2016), the team developed a prototype of SuperChemVR, including a virtual chemistry lab environment within which students immerse themselves while wearing a VR headset. At the end of Phase I, researchers completed a pilot study with 54 students and three teachers. Results demonstrated that the hardware and software prototype operated as intended, teachers were able to integrate it within the classroom environment, and students were engaged while using the prototype. In Phase II, the team will add content modules and a gameplay narrative to the platform, build the automated feedback mechanism, strengthen the back-end management system, and build out the teacher reporting dashboard. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the SuperChemVR for improving student learning in chemistry. The study will include 10 high school chemistry classrooms, half randomly assigned to use SuperChemVR and half to follow business-as-usual procedures. Researchers will compare pre-and-post scores of student's chemistry learning.

Product: SuperChemVR is a room-scale VR lab and learning game for high school chemistry students. While wearing a VR headset, students will be immersed in a simulated chemistry 3D-environment where they will be challenged to acquire basic lab and safety skills. Through actual, accurate measurement and experimentation, students will improve their understanding of chemistry practices as they learn using science to solve problems. VR will enhance students' chemistry experience by providing instant cleanup, access to infinite resources, and observations at exponentially larger and smaller scales while simulating accurate physical actions in a safe environment. In the game component of the intervention, students will participate in an outer-space adventure that takes place on a derelict spaceship requiring players to use chemistry to survive until they can be rescued. SuperChem VR will be used in the classroom by teachers as a demonstration tool, will provide implementation supports, and will provide teachers with reports on student performance.
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TEAM MEMBERS: Jesse Schell