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resource research Public Programs
This chapter brings together cultural-historical approaches to human development with interpretive and multi-sited ethnography in order to: (1) develop ethnographic tools that attend to the ways young people learn within and across multiple contexts; (2) draw from and contrast the methodological insights of single and multi-sited ethnography; and (3) glean principles that help constitute a “multi-sited sensibility” appropriate for taking a more expansive approach to learning that advances conceptions of learning as movement.
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TEAM MEMBERS: Shirin Vossoughi Kris Gutiérrez
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 project Informal/Formal Connections
The Council for Opportunity in Education, in collaboration with TERC, seeks to advance the understanding of social and cultural factors that increase retention of women of color in computing; and implement and evaluate a mentoring and networking intervention for undergraduate women of color based on the project's research findings. Computing is unique because it ranks as one of the STEM fields that are least populated by women of color, and because while representation of women of color is increasing in nearly every other STEM field, it is currently decreasing in computing - even as national job prospects in technology fields increase. The project staff will conduct an extensive study of programs that have successfully served women of color in the computing fields and will conduct formal interviews with 15 professional women of color who have thrived in computing to learn about their educational strategies. Based on those findings, the project staff will develop and assess a small-scale intervention that will be modeled on the practices of mentoring and networking which have been established as effective among women of color who are students of STEM disciplines. By partnering with Broadening Participation in Computing Alliances and local and national organizations dedicated to diversifying computing, project staff will identify both women of color undergraduates to participate in the intervention and professionals who can serve as mentors to the undergraduates in the intervention phase of the project. Assisting the researchers will be a distinguished Advisory Board that provides expertise in broadening the representation of women of color in STEM education. The external evaluator will provide formative and summative assessments of the project's case study data and narratives data using methods of study analysis and narrative inquiry and will lead the formative and summative evaluation of the intervention using a mixed methods approach. The intervention evaluation will focus on three variables: 1) students' attitudes toward computer science, 2) their persistence in computer science and 3) their participant attitudes toward, and experiences in, the intervention.

This project extends the PIs' previous NSF-funded work on factors that impact the success of women of color in STEM. The project will contribute an improved understanding of the complex challenges that women of color encounter in computing. It will also illuminate individual and programmatic strategies that enable them to participate more fully and in greater numbers. The ultimate broader impact of the project should be a proven, scalable model for reversing the downward trend in the rates at which women of color earn bachelor's degrees in computer science.
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TEAM MEMBERS: Apriel Hodari Maria Ong
resource project Informal/Formal Connections
The Council for Opportunity in Education, in collaboration with TERC, seeks to advance the understanding of social and cultural factors that increase retention of women of color in computing; and implement and evaluate a mentoring and networking intervention for undergraduate women of color based on the project's research findings. Computing is unique because it ranks as one of the STEM fields that are least populated by women of color, and because while representation of women of color is increasing in nearly every other STEM field, it is currently decreasing in computing - even as national job prospects in technology fields increase. The project staff will conduct an extensive study of programs that have successfully served women of color in the computing fields and will conduct formal interviews with 15 professional women of color who have thrived in computing to learn about their educational strategies. Based on those findings, the project staff will develop and assess a small-scale intervention that will be modeled on the practices of mentoring and networking which have been established as effective among women of color who are students of STEM disciplines. By partnering with Broadening Participation in Computing Alliances and local and national organizations dedicated to diversifying computing, project staff will identify both women of color undergraduates to participate in the intervention and professionals who can serve as mentors to the undergraduates in the intervention phase of the project. Assisting the researchers will be a distinguished Advisory Board that provides expertise in broadening the representation of women of color in STEM education. The external evaluator will provide formative and summative assessments of the project's case study data and narratives data using methods of study analysis and narrative inquiry and will lead the formative and summative evaluation of the intervention using a mixed methods approach. The intervention evaluation will focus on three variables: 1) students' attitudes toward computer science, 2) their persistence in computer science and 3) their participant attitudes toward, and experiences in, the intervention.

This project extends the PIs' previous NSF-funded work on factors that impact the success of women of color in STEM. The project will contribute an improved understanding of the complex challenges that women of color encounter in computing. It will also illuminate individual and programmatic strategies that enable them to participate more fully and in greater numbers. The ultimate broader impact of the project should be a proven, scalable model for reversing the downward trend in the rates at which women of color earn bachelor's degrees in computer science.
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TEAM MEMBERS: Apriel Hodari Maria Ong
resource project Informal/Formal Connections
This research extends the investigator's prior NSF supported work to develop theoretical and empirical understanding of the double bind faced by women of color in STEM fields. That is, their race and gender present dual dilemmas as they move through STEM educational and career paths. The proposed study will identify gaps in our understanding, and identify some of the methodological problems associated with answering outstanding questions about the double bind. The major research question is: What strategies work to enable women of color to achieve higher levels of advancement in STEM academia and professions? The goal is to bring a clearer understanding of the issues which confront women of color as they pursue study of science and engineering, and what factors influence whether they leave or remain in STEM.

The work will employ a highly structured narrative analysis process to identify and quantify factors that have been successful in broadening the participation of minority women in STEM. The research design involves two separate tracks of work: 1) to conduct narrative analysis of primary documents associated with women of color in science; and 2) to conduct site visits and interviews to understand features of programs associated with successful support of women of color in undergraduate and graduate education. The first part is designed to inform the second, with the narrative analysis helping to identify features to look for in site visits and to use in development of interview protocols.

This research will focus on individual and programmatic factors that sustain women of color as they confront barriers to their career goals. It examines institutional strategies and support structures that help women of color ultimately to succeed, and social and pedagogic elements that influence their educational experiences. Although women of color have made some progress over the last three decades towards more equitable participation in STEM fields, the major efforts made to address this issue have not produced the desired outcomes; minority women continue to be underrepresented relative to white women and non-minority men. The factors that account for continued lower participation rates are not yet fully understood.

Beyond the Double Bind is designed to transform the intellectual basis for building future programs that will better enable women of color to be successful in STEM. While focused on women of color, the results will ultimately inform strategies and programs to expand the presence of all women and minorities in STEM.
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TEAM MEMBERS: Maria Ong Apriel Hodari
resource project Public Programs
The goal of the project is to advance understanding of basic questions about learning and teaching through the development of a theory of embodied mathematical cognition that can apply to a broad range of people, settings and activities. The investigative team brings together expertise from a range of quantitative and qualitative research methodologies. A theory of embodied mathematical cognition empirically rooted in classroom learning and workplace practices will broaden the range of activities and emerging technologies that count as mathematical, and help educators to envision alternative forms of bodily engagement with mathematical problems.
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TEAM MEMBERS: Ricardo Nemirovsky Rogers Hall Martha Alibali Mitchell Nathan Kevin Leander
resource research Media and Technology
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use
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TEAM MEMBERS: Jose Bidarra Megan Rothschild Kurt Squire Mauro Figueiredo
resource project Public Programs
In collaboration with a wide variety of non-profit organizations (Project SYNCERE, Little Village Environmental Justice Organization, Chicago Freedom School, Chicago Botanic Garden, Friends of the Chicago River, Institute for Latino Progress), the University of Chicago-Illinois seeks to prepare 30 new science teaching fellows (TFs) while building the capacity of 10 master teaching fellows (MTFs) to be leaders in urban science education. The project will address the professional development of all participants through a three-pronged mechanism which emphasizes (a) content-specific information that focuses on Next Generation Science Standards, (b) culturally relevant practices, and (c) teacher inquiry/research. The work will be performed in partnership with the Chicago Public Schools.

Recent graduates, career changers, and in-service Master Teachers will be provided with (a) a broad range of science concentrations including biology, chemistry, earth and space science, environmental science, and physics, (b) a unique urban perspective on science education that emphasizes diverse learning assets and equity, and (c) professional development opportunities within a community of faculty, teacher-leaders, and non-profit organizations. TFs will be prepared for licensure while earning a Master's in Instructional Leadership: Science Education, learning to teach and examine their practice as it relates to teaching, and learning within specific communities. MTFs will learn to conduct practitioner research and lead teacher inquiry groups examining essential and enduring challenges in STEM teacher practice and student learning. Formative and summative evaluation will focus on analysis of both qualitative and quantitative data related to degree and licensure attainment, the various teaching practice activities (lesson plans, participant surveys, etc.), and progress in meeting the overarching project goals. In doing so, the project will advance knowledge and understanding of the role played by community-based partnerships of university faculty, school teacher-leaders, and local non-profit entities in enhancing teacher education and development, and the circumstances that promote their success. The results of this work will be presented at national meetings of the American Educational Research Association and the American Association of Colleges of Teacher Education
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TEAM MEMBERS: Maria Varelas Chandra James Carole Mitchener Aixa Alfonso Daniel Morales-Doyle
resource project Public Programs
The Math, Engineering, Science Achievement (MESA) outreach programs are partnerships between K-12 schools and higher education in eight states that for over forty years introduce science, mathematics and engineering to K-12 students traditionally underrepresented in the discipline. This exploratory study examines the influences that those MESA activities have on students' perception of engineering and their self-efficacy and interest in engineering and their subsequent decisions to pursue careers in engineering. The MESA activities to be studied include field trips, guest lecturers, design competitions, hands-on activities and student career and academic advisement.

About 1200 students selected from 40 MESA sites in California, Maryland and Utah are surveyed with instruments that build on those used in prior studies. Focus groups with a randomly selected subset of the students provide follow-up and probe the influence of the most promising activities. In the first year of the project the instruments, based on existing instruments, are developed and piloted. Data are taken in the second year and analyzed in the third year. A separate evaluation determines that the protocols are reasonable and are being followed.

The results are applicable to a number of organizations with similar aims and provide information for increasing the number of engineers from underrepresented populations. The project also investigates the correlation between student engagement in MESA and academic performance. This project provides insights on activities used in informal settings that can be employed in the classroom practice and instructional materials to further engage students, especially student from underrepresented groups, in the study of STEM.
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TEAM MEMBERS: Christine Hailey Cameron Denson Chandra Austin
resource project Museum and Science Center Programs
The American Museum of Natural History (AMNH), in collaboration with New York University's Institute for Education and Social Policy and the University of Southern Maine Center for Evaluation and Policy, will develop and evaluate a new teacher education program model to prepare science teachers through a partnership between a world class science museum and high need schools in metropolitan New York City (NYC). This innovative pilot residency model was approved by the New York State (NYS) Board of Regents as part of the state’s Race To The Top award. The program will prepare a total of 50 candidates in two cohorts (2012 and 2013) to earn a Board of Regents-awarded Masters of Arts in Teaching (MAT) degree with a specialization in Earth Science for grades 7-12. The program focuses on Earth Science both because it is one of the greatest areas of science teacher shortages in urban areas and because AMNH has the ability to leverage the required scientific and educational resources in Earth Science and allied disciplines, including paleontology and astrophysics.

The proposed 15-month, 36-credit residency program is followed by two additional years of mentoring for new teachers. In addition to a full academic year of residency in high-needs public schools, teacher candidates will undertake two AMNH-based clinical summer residencies; a Museum Teaching Residency prior to entering their host schools, and a Museum Science Residency prior to entering the teaching profession. All courses will be taught by teams of doctoral-level educators and scientists.

The project’s research and evaluation components will examine the factors and outcomes of a program offered through a science museum working with the formal teacher preparation system in high need schools. Formative and summative evaluations will document all aspects of the program. In light of the NYS requirement that the pilot program be implemented in high-need, low-performing schools, this project has the potential to engage, motivate and improve the Earth Science achievement and interest in STEM careers of thousands of students from traditionally underrepresented populations including English language learners, special education students, and racial minority groups. In addition, this project will gather meaningful data on the role science museums can play in preparing well-qualified Earth Science teachers. The research component will examine the impact of this new teacher preparation model on student achievement in metropolitan NYC schools. More specifically, this project asks, "How do Earth Science students taught by first year AMNH MAT Earth Science teachers perform academically in comparison with students taught by first year Earth Science teachers not prepared in the AMNH program?.”
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TEAM MEMBERS: Maritza Macdonald Meryle Weinstein Rosamond Kinzler Mordecai-Mark Mac Low Edmond Mathez David Silvernail
resource project Media and Technology
Education stakeholders from advocates to developers are increasingly recognizing the potential of science games in advancing student academic motivation for and interest in science and science careers. To maximize this potential, the project will use science games (e.g. Land Science, River City, and EcoMUVE), shown to be enjoyable to students and proven to promote student learning in science at the middle school level. Through a two-phase process, games will be used as vehicles for learning about ways to change how students think about science and potentially STEM careers. The goal of the intervention is to explore which processes and design features of science games will actually help students move beyond a temporary identity of being a scientist or engineer (as portrayed while playing the game) to one where students began to see themselves in real STEM careers. Students' participation will be guided by teams of teachers, faculty members, and graduate students from Drexel University and a local school. All science students attending the local inner city middle school in Philadelphia, PA, will participate in the intervention.

Using an exploratory mixed-method design, the first two years of the project will focus on exploring, characterizing, coding, and analyzing data sets from three large games designed to help students think about possible careers in science. During year 3, the project will integrate lessons learned from the first two years into the existing middle school science curriculum to engage students in a one-year intervention using PCaRD (Play Curricular activity Reflection Discussion). During the intervention, the PI will work with experts from Drexel University and a local school to collect data on the design features of Land Science to capture identity change in the science identity of the participating students. Throughout the course of year 3, the PI will observe, video, interview, survey, and use written tasks to uncover if the Land Science game is influencing students' identity in any way (from a temporary to a long-term perspective about being a scientist or engineer). Data collected during three specified waves during the intervention will be compared to analyses of existing logged data through collaborations with researchers at Harvard University and the University of Wisconsin-Madison. These comparisons will focus on similar middle-aged science students who used the same gaming environments as the students involved in this study. However, the researcher will intentionally look for characteristics related to motivation, science knowledge, and science identity change.

This project will integrate research and education to investigate learning as a process of change in student science identity within situated environmental contexts of digital science gameplay around curricular and learning activities. This integrated approach will allow the researcher to explore how gaming is inextricably linked to the student as an individual while involved in the learning of domain specific content in science. The collaboration among major university and school partners; the expertise of the researcher in educational psychology, educational technology, and science games; and the project's advisory board makes this a real-life opportunity for the researcher to use information that naturally exists in games to advance knowledge in the field about the value of gaming to changing students' science identities. It also responds to reports by the National Research Council committee on science learning and computer games, which identifies games as having the potential to catalyze new approaches to science learning.
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TEAM MEMBERS: Aroutis Foster
resource project Media and Technology
Purpose: The United States (U.S.) has traditionally produced the world’s top research scientists and engineers, leading to breakthrough advances in science and technology. Despite the importance of STEM careers, many U.S. students are not graduating with strong STEM knowledge, skills or interests, and the percentage of students prepared for or pursuing STEM degrees or careers is declining. Research shows that the decreased interest in STEM typically begins in the middle school years, pose significant academic and social challenges for students. This project will develop a web-based game teach 6th to 8th students key scientific inquiry skills, along with the academic mindsets and learning strategies to facilitate engagement and effective science learning.

Project Activities: The researchers will create a prototype by mapping key Next Generation Science Standards and learning goals with concepts and content, and producing a game design document. Following completion of the prototype, the researchers will finalize the server architecture, create the core code systems, concept art, and develop a prototype in order to simulate the final user experience. Iterative refinements will be conducted as needed at major production milestones until the game is fully functional. Once development is complete, the research team will assess the usability and feasibility, fidelity of implementation, and the promise of the game to improve outcomes in a pilot study. In this study, 200 students in 10 classes will participate, with 5 of the classrooms randomly assigned to use the game and 5 who will proceed as normal. All students will complete pre- and post- program surveys assessing their academic mindsets, learning strategies, and science skills.

Product: This project will develop SciSkillQuest, a web-based multiplayer game intended to teach middle school students scientific inquiry skills and to foster academic growth mindsets in science. Students will pursue quests, employing inquiry skills to navigate and succeed in the game, including Questioning, Modeling, Investigating, Analyzing, Computing, Explaining, Arguing, and Informing. The game will include different paths to a solution, role playing elements, immersive narratives, challenge-based progressions, and peer collaboration to engage players. The growth mindset message — that ability and skill are developed through effort and learning — will be introduced and reinforced through feedback by embedded in-game characters. The games will be supplemental to the curriculum but will also be designed to be integrated within instructional practice. The game will be available for mobile devices as well as web browsers.
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TEAM MEMBERS: Lisa Sorich Blackwell