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resource research Media and Technology
This book chapter, which describes emotional accessibility in digital learning experiences and its relation to Universal Design, was included in the book "Inclusive Digital Interactives: Best Practices + Research" published by the Smithsonian. This chapter includes a description of the Productive Struggle project, data highlights, and information on how attending to emotions can broaden our concepts of accessibility.
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TEAM MEMBERS: Gabrielle Schlichtmann Katie Todd Samantha Daley
resource research Media and Technology
One part personal reflection, one part literature synthesis. This essay reflects on official statistics, common misunderstandings, and the COVID-19 numbers we're all becoming increasingly familiar with. The author calls on news audiences and journalists alike to become more knowledgeable about what official statistics can and can't do -- and to question the epistemic priority that so many people reflexively give to numbers by paying attention to what is not included.
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resource research Media and Technology
In December of 2019, TERC and the University of Notre Dame convened 21 early childhood reading, family learning, and informal STEM education experts to explore the role of children’s fiction books as a tool for supporting STEM learning with young children and their families. Through the discussions, the group developed a series of recommendations for future research and practice, with a particular focus on integrating diversity and equity perspectives into the use of storybooks.
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resource research Media and Technology
In December of 2019, TERC and the University of Notre Dame convened a group of 21 early childhood reading, family learning, and informal STEM education experts to explore the role of children’s fiction books as a tool for supporting STEM learning with young children and their families. Participants included educators and researchers from across the country representing a broad range of learning contexts, professional roles, audience focus areas, and STEM discipline expertise. Through the discussions, the group developed a series of recommendations for future work, with a particular focus on
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resource research Media and Technology
Presentation slides provide an overview the Wise Guys and Gals project, DRL 1422436.
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TEAM MEMBERS: David Burghardt
resource research Media and Technology
With the world in the midst of the COVID-19 pandemic, families are seeking trusted and engaging sources of scientific information to help their children understand prevention, transmission, treatment, and many other topics related to COVID-19 in an effort to ease children’s fears. The goal of our NSF-funded RAPID research study is to understand how children’s science podcasts, as well as other educational products, can provide families with information to help ease children’s worries during a pandemic by increasing children’s understanding of pandemic-related science concepts, empowering
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resource research Media and Technology
This webinar was presented by the NSF Education and Human Research (EHR) Department to describe a current funding opportunity, the EHR Core Research (ECR) program.
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TEAM MEMBERS: Earnestine Easter Gregg Solomon Jolene Jesse
resource research Media and Technology
Can the news help you learn statistics? In "Numbers in the News," we’re asking people to read, watch, or listen to one of two versions of a news report that contains numbers, visualizations, or both. Then we’re asking them a series of questions about the credibility of that news report, as well as some of the inferences they make. Within each item in the series, we're reflecting on what the results might mean for journalists and other science (and especially quantitative) communicators. The main page linked here contains details of methodology and will ultimately contain links to all the
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TEAM MEMBERS: Jena Barchas-Lichtenstein John Voiklis Uduak Thomas
resource research Media and Technology
At the Ecsite Conference held in Copenhagen, Denmark, in June 2019, a pre-conference workshop was held entitled "Beyond fact-checking: addressing misinformation". This workshop brought together practitioners in science engagement alongside researchers on the topic of misinformation from across Europe and beyond to focus on that topic. Following this workshop, Ecsite, and The Kavli Foundation who supported it, decided to put together this resource document, for anyone developing or implementing activities or exhibitions working to engage the public in science. This document has been
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TEAM MEMBERS: Michael Creek Antonio Gomes da Costa Catherine Franche Marie Couedic
resource research Media and Technology
AHA! Island is a new project that uses animation, live-action videos, and hands-on activities to support joint engagement of children and caregivers around computational thinking (CT) concepts and practices. Education Development Center (EDC), WGBH’s research partner for the project, conducted an impact study with 108 English-speaking families (4- to 5-year-old children and their families) to test the promise of this CT learning intervention.
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TEAM MEMBERS: Marisa Wolsky Heather Lavigne Jessica Andrews Ashley Lewis-Presser Leslie Cuellar Regan Vidiksis Camille Ferguson
resource research Media and Technology
Communication is an essential component to scientific inquiry, and specifically the primary literature is highly valued by scientists. Yet, the role of primary literature within scientific inquiry is generally absent from the science classroom. In this study we examined how middle and high school student perceptions of scientific inquiry changed after they engaged in a peer-review and publication process of their research papers. We interviewed twelve students who published their papers in the [Journal], a science journal dedicated to publishing the research of middle and high school students
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TEAM MEMBERS: Sarah Fankhauser Gwendolynne Reid Gwendolyn Mirzoyan Clara Meaders Olivia Ho-Shing
resource research Media and Technology
The National Academy of Sciences’ LabX program came into existence in 2017 with a directive to develop programming meant to engage with a young-adult (18-37 years old) target audience who are active decision-makers and whose actions impact current and future policies. While conducting preliminary research, the LabX staff and advisory board discovered that available research on young adults’ relationship with science was sadly lacking in detail, beyond obvious conclusions about high levels of interest in technology and social experiences. To fill these knowledge gaps, gain a deeper
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TEAM MEMBERS: Geoff Hunt