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resource project Media and Technology
Purpose: There is concern about a decline in mathematics achievement scores among U.S. students during the middle school years. For example, while 4th grade U.S. students rank 8th overall on an international mathematics comparison, by 10th grade U.S. student's drop significantly to 25th in the same comparison. Some researchers posit that much of this decline relates to how math is taught in the U.S. and with how students become less engaged as learners in middle school. The purpose of this project is to develop a web-based game to engage 7h grade students in a narrative-based story which will apply learning of content and skills aligned to the Common Core State Standards (CCSS) in mathematics.

Project Activities: During Phase I in 2012, the team developed a functioning prototype and conducted usability and feasibility research with fourteen 7th grade students. Researchers found that the prototype functioned as intended and that students were highly engaged while playing the game. In Phase II, the team will develop a fully-functional user interface with animated characters, interactivity across student users, narrative scripts and accompanying art assets, 36 problem sets, and student and teacher dashboards and databases. After development is complete, a pilot study will examine the usability and feasibility, fidelity of implementation, and the promise of the game to improve math learning. The study will include 120 students in 6 classrooms in three schools, with one classroom per school randomly assigned to use the game and the other half assigned to a business-as-usual control. Analyses will compare student scores on pre and post mathematics measures.

Product: Empires is a web-based game that addresses 36 pre-algebra Common Core State Standards in mathematics for 7th and 8th grades. The game follows a storyline in a recreation of an ancient empire which is at the brink of agricultural revolution and of becoming a trade economy. As students play the game, they engage in math-focused activities to drive the action, such as taxing citizens to learn ratios and proportions, allocating resources to learn percentages, and measuring the distance and time between a neighboring empire by applying the principles of the Pythagorean Theorem. As a socially networked game, students will interact with other students in the class to complete trades that lead to encounters with different math problems. The game will include two helpful, funny, advisors who will scaffold learning through mathematical discourse, arguing over the next most important thing to do. The game design architecture will work on a wide range of computers, including desktops and iPads. A teacher's guide and companion website will provide guidance to classroom activities that complement the game.
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TEAM MEMBERS: Scott Laidlaw
resource project Professional Development, Conferences, and Networks
The goals of this workshops project are: (1) to provide collaborative professional development opportunities for 24 early professional social science researchers, and science writers and communicators, and (2) to foster a stronger and durable "community of practice" between the fields of science policy research and science communications for the purposes of helping the general public better understand and become engaged with major issues of science and innovation policy. In addition to the PI and co-PI, involved in the work will be: twelve science policy scholars and twelve science communications professionals (writers, bloggers, museum educators, and others); mentors; editors of major science publications; several guest observers from university writing programs around the country; and graduate students who will help document and video record the activities. Project activities include a suite of opportunities: two, four-day workshops; mentorship support; publication in hard copy and online of their articles in a special edition of Creative Nonfiction magazine; and public engagement experiences at Science Cafes around the country. These workshops and accompanying activities will continue to develop a strong foundation for the establishment of nascent collaborations of science policy scholars, science communicators, and informal science education professionals, whose partnerships should position them better to inform and engage the public on important science policy issues of our times.
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TEAM MEMBERS: Lee Gutkind David Guston
resource project Media and Technology
The Flathead Community of Resource Educators (CORE) is a consortium of educators in the Flathead Watershed. They produced the Flathead Watershed Sourcebook as a tool to increase understanding and appreciation of the region. The objective of this project is to produce a curriculum guide to accompany the Sourcebook. This curriculum project will be carried out by a team of experts in interdisciplinary teacher education from Montana State University. The project will be conducted in four phases and include the guidance and feedback of Scientists, Educators, and Resource Managers living and working within the Flathead watershed.
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TEAM MEMBERS: Montana State University Kimberly Yates Michael Brody Rosanna Vallor
resource research Public Programs
This study examines how youth navigate socioscientific issues through the case studies of two students in an afterschool program. The study explores how the students’ thinking changed during the program and what influenced the students’ final stance on whether or not to build a new hybrid power plant in their community.
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TEAM MEMBERS: Melissa Ballard
resource project Public Programs
The Discover Aeronautics and Aerospace Gallery (Discover) engages students, families and the general public in the STEM research that makes major accomplishments in space and aeronautics possible. Great Lakes Science Center, home of NASA Glenn Visitor Center, developed the gallery in collaboration with NASA Glenn Research Center (GRC) to provide interactive learning opportunities, amazing NASA artifacts, and multimedia experiences that encourages them to discover more about STEM. The overarching project goal is to engage visitors in the important research of NASA GRC, and summative evaluation concluded that Discover is an immersive environment of interactive exhibits that increases visitors’ levels of knowledge about aeronautic and aerospace research. The Gallery successfully raises the profile of NASA GRC, and emphasizes the importance of research and experimentation for the challenges of flight – in the air and in space.

Discover is divided into mini-laboratory settings—Aeronautics Lab, Materials Lab, Rocket Lab and Power Lab—and the Discover Stage, an ideal environment for demonstrations, and presentations by astronauts and aerospace experts. When not in use for live productions, the stage hosts a video tour of NASA GRC’s impressive labs and test chambers. Visitors can experiment with a microgravity drop tower, plan a space mission, analyze slow-motion footage from a ballistic impact facility, see how motion and sound are affected by the vacuum of space, and more. Discover engages over 300,000 visitors a year in the STEM research necessary for flight. As part of the NASA Glenn Visitor Center, the Gallery exemplifies the Science Center’s dedication to sharing NASA content to inform, engage, and inspire students, educators, and the public. Discover immerses visitors in the exciting challenges and rewards of space exploration, and is a place of inspiration for tomorrow’s scientific leadership and workforce.
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TEAM MEMBERS: Donald Paterson
resource research Informal/Formal Connections
In case studies of two first-year elementary classroom teachers, we explored the influence of informal science education (ISE) they experienced in their teacher education program. Our theoretical lens was identity development, delimited to classroom science teaching. We used complementary data collection methods and analysis, including interviews, electronic communications, and drawing prompts. We found that our two participants referenced as important the ISE experiences in their development of classroom science identities that included resilience, excitement and engagement in science
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TEAM MEMBERS: Phyllis Katz J. Randy McGinnis Kelly Riedinger Gili Marbach-Ad Amy Dai
resource research Public Programs
The OSU Center for Research for Lifelong STEM Learning with support from the OSU Research Office and in collaboration with OSU Outreach and Engagement, convened a “Broader Impacts Invitational Workshop” on December 7, 2012. The workshop solicited opinions and perspectives from 65 participating faculty who were broadly representative of OSU’s diverse disciplines and units. The goals of the workshop were: 1) to move OSU towards a more strategic and intellectually rigorous approach to broader impacts; one that will measurably improve the competitiveness of OSU initiated proposals; and 2) identify
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TEAM MEMBERS: Oregon State University
resource research Professional Development, Conferences, and Networks
The Conference on Public Participation in Scientific Research 2012 was held on 4 and 5 August in association with the Ecological Society of America’s 97th Annual Meeting in Portland, Oregon. The conference took important steps toward formalizing the field of public participation in scientific research (PPSR); facilitated communication, collaboration, and innovation, and identified points of strength and concern for the field. Additional information about and results from the conference can be found at citizenscience.org.
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TEAM MEMBERS: Seth Benz Abraham Miller-Rushing Meg Domroese Heidi Ballard Rick Bonney Tony DeFalco Sarah Newman Jennifer Shirk Allison Young
resource project Professional Development, Conferences, and Networks
The conference, Indigenous Worldviews in Informal Science Education, is designed to advance research on the integration of Native and Western science in relation to informal science learning. The goals of the conference are to integrate and synthesize research and theory, formulate a research agenda, and share the results with the STEM education community. The conference is organized around six strands: Collaboration, Policy, Holistic Education, Next Generation Youth, and Evaluation. A six-week preconference online discussion of conference issues leads into the two-day conference, held at Imiloa Astronomy Center in Hilo, Hawaii. The meeting brings together sixty participants including educators, research scientists, learning researchers, policymakers, and Native youth. The conference includes keynotes, workshops and synthesis discussion groups, which will be synthesized and presented at a policy outcome meeting held in Washington, DC that follows the conference. Conference results will be further disseminated at relevant conferences, in publications, and through online discussions. A full evaluation process will inform the detailed planning of the conference and will evaluate the effectiveness of the conference, based on responses from conference participants.
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TEAM MEMBERS: Leslie Kimura Nancy Maryboy
resource evaluation Professional Development, Conferences, and Networks
In February 2013, the Atomic Heritage Foundation (AHF) brought together historians, sociologists and other scholars, as well as museum directors and thought leaders from the informal science education field to engage in a two-day discussion to explore ways to engage the public in the topic of the development of the atomic bomb in the context of history, society and culture. The workshop, titled "Transforming the Relationship Between Science and Society: The Manhattan Project and Its Legacy," had as its overarching goal to identify how the Manhattan Project might best be interpreted in a
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TEAM MEMBERS: Atomic Heritage Foundation Kirsten Buchner
resource project Professional Development, Conferences, and Networks
The Board on Science Education (BOSE) of the NRC is a standing committee of the National Academies. This proposal requests core support for BOSE so that it can continue to provide national leadership in science education. Specifically, BOSE (1) improves the knowledge base for science education; (2) identifies critical issues in science education policy and practice; (3) translates research and disseminates evidence-based information; and (4) builds an interdisciplinary community of scholars to bring knowledge to bear on important issues in science education. To carry out its mandate, BOSE conducts studies, sponsors workshop and works with government representatives to surface emerging policy issues. The Board has identified the following priorities for the next few years: intersection on research on learning and science education, cyber-enabled learning and teaching, analysis of the Education System to enable implementation and scale-up, reaching diverse populations, intersection of science and science education The core support enables two two-day Board meetings each year, coordination with DBASSE and other units of the Academy, and regular meetings between NSF and the Academies.
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TEAM MEMBERS: Martin Storksdieck Heidi Schweingruber
resource project Media and Technology
Video games have been heralded as models of technology-enhanced learning environments as they exemplify many of the ideas emerging from contemporary learning sciences research. In particular, such games promote learning through goal-directed action in simulated environments, through producing as well as consuming information, embedded assessments, and through participation in self-organizing learning systems. Research suggests that participation in such environments involves many forms of scientific thinking and may lead to increased civic engagement, although to date, there are few examples of game-based learning environments that capitalize on these affordances. This project will investigate the potential of online role playing games for scientific literacy through the iterative design and research of Saving Lake Wingra, an online role playing game around a controversial development project in an urban area. Saving Lake Wingra positions players as ecologists, department of natural resources officials, or journalists investigating a rash of health problems at a local lake, and then creating and debating solutions. Players will solve challenges within an interactive, simulated lake ecosystem as they attempt to save the lake, working for one of several constituencies. This design-based research project will span the full life cycle of a project, from case studies of learning in small, constrained settings to controlled experimental studies of games implemented across classrooms. In addition to asking if participation in scientific role-playing games can produce robust conceptual understandings, it will also examine if role playing games might serve as assessment tools for comprehending scientific texts, assessing conceptual understandings within scientific domains, and designing innovative solutions to environmental problems that draw upon scientific understandings. The education plan includes the production of game-based media that can be used to support a variety of research studies, an online professional development community of educators using games for learning, support for graduate students trained in game theory, the learning sciences, and new forms of assessment, and new courses in game-based learning and assessment.
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TEAM MEMBERS: Kurt Squire