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resource evaluation Informal/Formal Connections
This document is the final evaluation report for the project, which focuses both on formative evaluation of the collaborative+interdisciplinary presentation creation process and summative evaluation of audience learning outcomes. 
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TEAM MEMBERS: Justin Reeves Meyer Donnelley (Dolly) Hayde Laura Weiss
resource research Media and Technology
The Year in ISE is a slidedoc designed to track and characterize field growth, change and impact, important publications, and current topics in ISE in 2018. Use it to inform new strategies, find potential collaborators for your projects, and support proposal development. Scope This slidedoc highlights a selection of developments and resources in 2018 that were notable and potentially useful for the informal STEM education field. It is not intended to be comprehensive or exhaustive, nor to provide endorsement. To manage the scope and length, we have focused on meta analyses, consensus reports
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TEAM MEMBERS: James Bell
resource research Media and Technology
The cyberlearning community in the United States brings computer scientists and learning scientists together to design and study innovative learning technologies. The Cyberlearning Community Report: The State of Cyberlearning and the Future of Learning With Technology highlights examples of the exciting work our community is engaged in as we integrate the latest innovations in learning science and computer science into new research designs and methods. This work is also driving the need for new learning sciences in areas such as embodied cognition, identity, and affect, and requires advances
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TEAM MEMBERS: June Ahn Jodi Asbell-Clarke Matthew Berland Catherine Chase Noel Enyedy Judith Fusco Shuchi Grover Erica Halverson Kemi Jona H Chad Lane Wendy Martin Emma Mercier Tom Moher Amy Ogan Nichole Pinkard Joseph Polman Jeremy Roschelle Patricia Schank Katie Headrick Taylor Michelle Wilkerson Marcelo Worsley
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.
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TEAM MEMBERS: Shuchi Grover Marie Bienkowski John Stamper
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
The project team is developing and testing a prototype of Thinkzone, a blended learning portal intended for Kindergarten through Grade 8 teachers to host existing education learning games across core subject areas. The prototype will host games, and include a learning system to train educators to integrate games to replace or supplement instructional practice. In the Phase I pilot study will include 10 teachers and 200 students. The researchers will examine if the prototype functions as planned, if teachers are able to implement it with small groups of students, and whether students are engaged across the various games.
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TEAM MEMBERS: Scott Brewster
resource project Media and Technology
Changes in household-level actions in the U.S. have the potential to reduce rates of greenhouse gas (GHG) emissions and climate change by reducing consumption of food, energy and water (FEW). This project will identify potential interventions for reducing household FEW consumption, test options in participating households in two communities, and collect data to develop new environmental impact models. It will also identify household consumption behavior and cost-effective interventions to reduce FEW resource use. Research insights can be applied to increase the well-being of individuals at the household level, improve FEW resource security, reduce climate-related risks, and increase economic competitiveness of the U.S. The project will recruit, train, and graduate more than 20 students and early-career scientists from underrepresented groups. Students will be eligible to participate in exchanges to conduct interdisciplinary research with collaborators in the Netherlands, a highly industrialized nation that uses 20% less energy and water per person than the U.S.

This study uses an interdisciplinary approach to investigate methods for reducing household FEW consumption and associated direct and indirect environmental impacts, including GHG emissions and water resources depletion. The approach includes: 1) interactive role-playing activities and qualitative interviews with homeowners; 2) a survey of households to examine existing attitudes and behaviors related to FEW consumption, as well as possible approaches and barriers to reduce consumption; and 3) experimental research in residential households in two case-study communities, selected to be representative of U.S. suburban households and appropriate for comparative experiments. These studies will iteratively examine approaches for reducing household FEW consumption, test possible intervention strategies, and provide data for developing systems models to quantify impacts of household FEW resource flows and emissions. A FEW consumption-based life cycle assessment (LCA) model will be developed to provide accurate information for household decision making and design of intervention strategies. The LCA model will include the first known farm-to-fork representation of household food consumption impacts, spatially explicit inventories of food waste and water withdrawals, and a model of multi-level price responsiveness in the electricity sector. By translating FEW consumption impacts, results will identify "hot spots" and cost-effective household interventions for reducing ecological footprints. Applying a set of climate and technology scenarios in the LCA model will provide additional insights on potential benefits of technology adoption for informing policymaking. The environmental impact models, household consumption tracking tool, and role-playing software developed in this research will be general purpose and publicly available at the end of the project to inform future education, research and outreach activities.
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TEAM MEMBERS: David Watkins Buyung Agusdinata Chelsea Schelly Rachael Shwom Jenni-Louise Evans
resource research Media and Technology
Computer Science (CS) education at the middle school level using educational games has seen recent growth and shown promising results. Typically these games teach the craft of programming and not the perspectives required for computational thinking, such as abstraction and algorithm design, characteristic of a CS curriculum. This research presents a game designed to teach computational thinking via the problem of minimum spanning trees to middle school students, a set of evaluation instruments, and the results of an experimental pilot study. Results show a moderate increase in minimum spanning
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TEAM MEMBERS: Britton Horn Hilery Chao Christopher Clark Amy Stahl Gillian Smith Oskar Strom Casper Harteveld
resource research Media and Technology
Computer science and its related fields are rapidly growing. However, there is a significant and rising shortage of women in this career domain. To combat this shortage, we explored the potential of coupling analog and digital games teaching computer science concepts to educate, interest, and engage female youth. For our purposes we created and used an analog and digital game both teaching the same computer science principle, image representation, in an after school program setting with middle school-aged females. Assessments were completed by the girls before and after the analog game version
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TEAM MEMBERS: Stephanie Eordanids Elisabeth Gee Gail Carmichael
resource evaluation Media and Technology
In support of a summative evaluation of SciGirls Season Three, Multimedia Research developed a scale to assess preteen girls’ interest in nature and science. The work was sponsored by Twin Cities PBS under NSF Grant No. 1323713. Multimedia Research developed, piloted, validated and implemented the GINSS: A nine statement Likert scale constructed to reveal girls’ strength of interest in nature and science activities. Researchers and evaluators are encouraged to use this scale to extend its application. Please email if you eventually use the scale in your research or evaluation: Flagg
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TEAM MEMBERS: Barbara Flagg
resource project Media and Technology
This project examines the design principles by which computer-based science learning experiences for students designed for classroom use can be integrated into virtual worlds that leverage students' learning of science in an informal and collaborative online environment. GeniVille, developed and studied by the Concord Consortium, is the integration of Geniverse, a education based game that develops middle school students' understanding of genetics with Whyville, developed and studied by Numedeon, Inc., an educational virtual word in which students can engage in a wide variety of science activities and games. Genivers has been extensively researched in its implementation in the middle school science classroom. Research on Whyville has focused on how the learning environment supports the voluntary participation of students anywhere and anytime. This project seeks to develop an understanding of how these two interventions can be merged together and to explore mechanisms to create engagement and persistence through incentive structures that are interwoven with the game activities. The project examines the evidence that students in middle schools in Boston learn the genetics content that is the learning objective of GeniVille. The project uses an iterative approach to the modification of Geniverse activites and the Whyville context so that the structured learning environment is accessible to students working collaboratively within the less structured context. The modification and expansion of the genetics activities of the project by which various inheritance patterns of imaginary dragons are studied continues over the course of the first year with pilot data collected from students who voluntarily engage in the game. In the second year of the project, teachers from middle schools in Boston who volunteer to be part of the project will be introduced to the integrated learning environment and will either use the virtual learning environment to teach genetics or will agree to engage their students in their regular instruction. Student outcomes in terms of engagement, persistence and understanding of genetics are measured within the virtual learning environment. Interviews with students are built into the GeniVille environment to gauge student interest. Observations of teachers engaging in GeniVille with their students are conducted as well as interviews with participating teachers. This research and development project provides a resource that blends together students learning in a computer simulation with their working in a collaborative social networking virtual system. The integration of the software system is designed to engage students in learning about genetics in a simulation that has inherent interest to students with a learning environment that is also engaging to them. The project leverages the sorts of learning environments that make the best use of online opportunities for students, bringing rich disciplinary knowledge to educational games. Knowing more about how students collaboratively engage in learning about science in a social networking environment provides information about design principles that have a wide application in the development of new resources for the science classroom.
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TEAM MEMBERS: Paul Horwitz Jennifer Sun
resource evaluation Media and Technology
In 2009, NSF funded development of Model My Watershed (MMW), a place-based, watershed cyber-modeling tool for middle and high school students and teachers. The online learning tool encourages students to investigate their neighborhoods and use scientific reasoning with real-world decision-making models similar to those used by STEM professionals to simulate systems and analyze processes. The project also sought to increase youth interest in possible opportunities in the STEM workforce and to aid in development of knowledge about earth science. This summary represents the first of a two-phase
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TEAM MEMBERS: Stroud Water Research Center John Fraser