Skip to main content

Community Repository Search Results

resource project Media and Technology
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
DATE: -
TEAM MEMBERS: Joan Freese Momoko Hayakawa Bryce Becker
resource research Public Programs
"Making and Tinkering" links science, technology, engineering and mathematics learning (STEM) to the do-it-yourself "maker" movement, where people of all ages "create and share things in both the digital and physical world" (Resnick & Rosenbaum, 2013). This paper examines designing what Resnick and Rosenbaum (2013) call "contexts for tinkerability" within the social design experiment of El Pueblo Mágico (EPM) -- a design approach organized around a cultural historical view of learning and development. We argue that this theoretical perspective reorganizes normative approaches to STEM education
DATE:
TEAM MEMBERS: Lisa Schwartz Daniela Digiacomo Kris Gutierrez
resource research Public Programs
Maker Education scholarship is accumulating increasingly complex understandings of the kinds of learning associated with maker practices along with principles and pedagogies that support such learning. However, even as large investments are being made to spread maker education, there is little understanding of how organizations that are intended targets of such investments learn to develop new maker related educational programs. Using the framework of Expansive Learning, focusing on organizational learning processes resulting in new and unfolding forms of activity, this paper begins to fill
DATE:
resource research Public Programs
This dissertation study investigates late-elementary and early-middle school field trips to a mathematics exhibition called Math Moves!. Developed by and currently installed at four science museums across the United States, Math Moves! is a suite of interactive technologies designed to engage visitors in open-ended explorations of ratio and proportion. Math Moves! exhibits emphasize embodied interaction and movement, through kinesthetic, multi-sensory, multi-party, and whole-body immersive experiences. Many science museums and other informal-learning institutions offer exhibits and public
DATE:
TEAM MEMBERS: Molly Louise Kelton
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.
DATE: -
TEAM MEMBERS: Ricardo Nemirovsky Rogers Hall Martha Alibali Mitchell Nathan Kevin Leander
resource research Public Programs
By first recognizing the valuable social and scientific practices taking place within families as they learn science together across multiple, everyday settings, this dissertation addresses questions of how to design and scaffold activities that build and expand on those practices to foster a deep understanding of science, and how the aesthetic experience of learning science builds connections across educational settings. Families were invited to visit a natural history museum, an aquarium, and a place or activity of the family’s choice that they associated with science learning. Some families
DATE:
TEAM MEMBERS: Suzanne Perin
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.
DATE: -
TEAM MEMBERS: Siu Po Lee David Foster
resource research Media and Technology
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show
DATE:
TEAM MEMBERS: Aaron Price Katherine Gean Claire Christensen Elham Beheshti Bryn Pernot Gloria Segovia Halcyon Person Steven Beasley Patricia Ward
resource research Media and Technology
Access to high quality evaluation results is essential for science communicators to identify negative patterns of audience response and improve outcomes. However, there are many good reasons why robust evaluation linked is not routinely conducted and linked to science communication practice. This essay begins by identifying some of the common challenges that explain this gap between evaluation evidence and practice. Automating evaluation processes through new technologies is then explicated as one solution to these challenges, capable of yielding accurate real-time results that can directly
DATE:
TEAM MEMBERS: Eric Jensen
resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively. This project brings together two approaches to help K-12 students learn programming and computer science: open-ended learning environments, and computer-based learning analytics, to help create a setting where youth can get help and scaffolding tailored to what they know about programming without having to take tests or participate in rigid textbook exercises for the system to know what they know.

The project proposes to use techniques from educational data mining and learning analytics to process student data in the Alice programming environment. Building on the assessment design model of Evidence-Centered Design, student log data will be used to construct a model of individual students' computational thinking practices, aligned with emerging standards including NGSS and research on assessment of computational thinking. Initially, the system will be developed based on an existing corpus of pair-programming log data from approximately 600 students, triangulating with manually-coded performance assessments of programming through game design exercises. In the second phase of the work, curricula and professional development will be created to allow the system to be tested with underrepresented girls at Stanford's CS summer workshops and with students from diverse high schools implementing the Exploring Computer Science curriculum. Direct observation and interviews will be used to improve the model. Research will address how learners enact computational thinking practices in building computational artifacts, what patters of behavior serve as evidence of learning CT practices, and how to better design constructionist programming environments so that personalized learner scaffolding can be provided. By aligning with a popular programming environment (Alice) and a widely-used computer science curriculum (Exploring Computer Science), the project can have broad impact on computer science education; software developed will be released under a BSD-style license so others can build on it.
DATE: -
TEAM MEMBERS: Shuchi Grover Marie Bienkowski John Stamper
resource project Media and Technology
This project, conducted by the University of Pittsburgh and the University of California, Berkeley, seeks to discover what makes middle school students engaged in science, technology, engineering, and mathematics (STEM). The researchers have developed a concept known as science learning activation, including dispositions, practices, and knowledge leading to successful STEM learning and engagement. The project is intended to develop and validate a method of measuring science learning activation.

The first stage of the project involves developing the questions to measure science activation, with up to 300 8th graders participating. The second stage is a 16-month longitudinal study of approximately 500 6th and 8th graders, examining how science learning activation changes over time. The key question is what are the influencers on science activation, e.g., student background, classroom activities, and outside activities.

This project addresses important past research showing that middle school interest in STEM is predictive of actually completing a STEM degree, suggesting that experiences in middle school and even earlier may be crucial to developing interest in STEM. This research goes beyond past work to find out what are the factors leading to STEM interest in middle school.

This work helps the Education and Human Resources directorate, and the Division of Research on Learning, pursue the mission of supporting STEM education research. In particular, this project focuses on improving STEM learning, as well as broadening participation in STEM education and ultimately the STEM workforce.
DATE: -
resource research Media and Technology
It’s important to communicate the excitement and value of NSF-funded research. This tool (formatted as a Prezi presentation) helps you do that with assistance from NSF public affairs experts, exploring options for communicating your research and broader impacts.
DATE:
TEAM MEMBERS: National Science Foundation