Skip to main content

Community Repository Search Results

resource project Media and Technology
This project team will develop and test a prototype of Planet 3, a multi-media online platform to apply real world problems (e.g., pollution, overpopulation) to middle school earth and life science learning. The prototype will include videos, simulations, and games to allow opportunities for students to explore problem sets, collect and analyze data, and draw conclusions. At the end of Phase I in a pilot study with two classrooms, the researchers will examine whether the prototype functions as planned, where teachers can implement the prototype within classroom practice, and if students are engaged while examining real-world problems.
DATE: -
TEAM MEMBERS: Albert Lin
resource project Media and Technology
Purpose: This project team will fully develop and test an open online platform that posts student-led engineering project challenges for Kindergarten to grade 12 classrooms. Research demonstrates that improved attitudes towards engineering in elementary and middle school are imperative to increase the pursuit of STEM degrees and careers. This project intends to address a shortage of tools and curricula in K-12 engineering today, in order to meet the learning objectives new the Next Generation Science Standards and to engage students in STEM.

Project Activities: During Phase I, (completed in 2016), the team developed a prototype, including a content management platform to host challenges on a broad range of STEM topics, such as computer coding, digital modeling, or producing simulations. At the end of Phase I, researchers completed a pilot study with 100 students and two teachers. Results demonstrated that the prototype operated as intended, that students were highly engaged with challenges on the platform, and that teachers were able to incorporate challenges within instructional practice. In Phase II, the team will refine the landing page, further develop the system architecture to accommodate a larger number of challenges, and upgrade the teacher portal to build capacity for the effective integration into instructional practice. After development is complete, the research team will conduct a pilot study to assess the feasibility and usability, fidelity of implementation, and promise of the platform to improve learning. The study will include 40 high school classrooms with a minimum of 25 students per class. Half of the classrooms will be randomly assigned to use the platform to conduct a challenge and half to follow business-as-usual procedures. Researchers will compare pre-and-post scores of students' science and engineering self-assessments, which measure ability to engage in science and engineering practices such as asking questions, modeling, planning and carrying out investigations, analyzing data, and constructing explanations, as well as content-specific measures depending on the specific challenge with which classes engage.

Product: The project team will develop a platform that will facilitate design challenges in K-12 classrooms across STEM academic topics and career paths within the field of engineering. The platform will enable classes to post their projects to the site and for other classes around the country to participate in the project. Each challenge (and the associated education resources curated for that challenge) will be publicly displayed on the Future Engineers platform and offered free for student participation and classroom facilitation. The content management system will be developed to enable the platform to host a high volume of challenges simultaneously and will allow for a diverse array of student-generated submissions. The platform will also include teacher resources to support the alignment of game play with learning goals and to support implementation.
DATE: -
TEAM MEMBERS: Deanna Belle
resource project Media and Technology
Purpose: This project team will fully develop and test Cyberchase Fractions Quest, a web-based mathematics game for students in grade 3 and 4. Research shows that inadequate understanding of fractions can persist from early grades through higher education, and that success in fractions predicts future success in mathematics and other STEM subjects.

Project Activities: During Phase I (completed in 2016), the team developed a prototype of Cyberchase Fractions Quest, including an interactive number line game with four levels of challenges, and a tool to scaffold learning through hints and provide encouragement as students progress. At the end of Phase I, the research team conducted a pilot study over one week with 60 grade 4 students, half of whom were randomly assigned to use the prototype and half assigned to paper-based fractions activities. Results revealed that the prototype functioned as intended, that students were engaged during gameplay, and that from pre- to post-test, students using the prototype increased significantly in their knowledge of number line problems compared to the control group. In Phase II, the team will finalize the design, artwork, and animation, the formative and summative assessment component, and learning management system. After development is complete, the researchers will carry out a pilot study to assess the usability and feasibility, fidelity of implementation, and promise of the game to improve student learning of fractions over a 5-week period. The study will include four classrooms of grade 3 students, two of which will be randomly assigned, to use the games to supplement in-class lessons while the others will use paper-based activities. The researchers will compare pre-and-post scores for student learning of fractions. The study will also track teacher implementation.

Product: The final product is Cyberchase Fractions Quest—a math game based on the storyline of PBS children's television series, Cyberchase. In the game, students in grades 3 and 4 will apply learning fractions within three contexts: areas and regions (such as shapes), sets (groups of objects), and on a number line. The game will identify specific areas where students struggle and will introduce challenges to support individualized learning. Similar to other popular game apps, student will receive immediate feedback from one to three stars based on how well they perform on each challenge as well as in-game rewards as they progress toward mastery. The game will include teacher resources for classroom implementation, and an educator dashboard presenting results.
DATE: -
TEAM MEMBERS: Gary Goldberger
resource project Media and Technology
In prior research and development, the project team developed PocketLab, a set of web-based hands-on science simulations for middle school classrooms. With this Phase I funding, the team will develop and test a prototype of CloudLab, a classroom management platform to extend the functionality of PocketLab. The prototype will include a portal so that a class of students can collaborate on experiments, a lab notebook to analyze experimental data with graphing tools, and a teacher dashboard to monitor student progress in real time. In the Phase I pilot research, with six middle school teachers and 150 students, the project team will examine whether the prototype functions as planned, whether teachers are able to integrate it within the classroom environment, and whether students are engaged while using the prototype.
DATE: -
TEAM MEMBERS: Clifton Roozebook
resource project Media and Technology
In prior research and development (in part supported by a 2014 ED/IES SBIR award), the project team developed Mission U.S., a series of web- and app-based games for topics in U.S. history. With this Phase I funding, the team will extend Mission U.S. by developing and testing a prototype of a virtual reality (VR) platform to immerse students in transformational moments in U.S history and to guide document-based investigations. The prototype of Mission U.S.: Time Snap will consist of VR goggles that present history content, and a website to host mission briefs to prepare student inquiry, worksheets to facilitate reflection, and an embedded assessment. At the end of Phase I in a pilot study with 30 students in one classroom, the researchers will examine whether the VR platform and the website function as planned, if students are engaged with the system, and whether student content knowledge of a historical event improves from pre- to post-test.
DATE: -
TEAM MEMBERS: Leah Potter
resource research Media and Technology
This paper provides an analysis of the implementation and the outcomes of Scienza Attiva, an Italian national project for secondary school students, that makes use of deliberative democracy tools to address socio-scientific issues of great impact. The analysis has required a mixed method including surveys of students' pre- and post-project opinions, focus groups and interviews with students and teachers. The results from this evaluation study provide evidence that the project improves students' understanding of socio-scientific issues, strengthens their awareness of the importance of
DATE:
TEAM MEMBERS: Federica Cornali Gianfranco Pomatto Selena Agnella
resource research Media and Technology
SciGirls Strategies is a National Science Foundation–funded project led by Twin Cities PBS (TPT) in partnership with St. Catherine University, the National Girls Collaborative, and XSci (The Experiential Science Education Research Collaborative) at the University of Colorado Boulder’s Center for STEM Learning. This three-year initiative aims to increase the number of high school girls recruited to and retained in fields where females are traditionally underrepresented: technical science, engineering, technology, and math (STEM) pathways. We seek to accomplish this goal by providing career and
DATE:
TEAM MEMBERS: Rita Karl Bradley McLain Alicia Santiago
resource research Media and Technology
Students find meaning and relevance in their learning when they connect lessons to real-world issues and possible career paths. The U.S. Fish and Wildlife Service’s (FWS) Conservation Connect, a freely available video series, connects learners to wildlife, technology, and careers. Videos and supplementary resources are designed to serve middle school youth, but elementary and high school educators—and even FWS retirees—report that they also use the tools. Each episode features a species, a conservation career, and technology that professionals use to study or protect that species and its
DATE:
TEAM MEMBERS: Maria Parisi
resource research Media and Technology
As a leader in the science museum field, the New York Hall of Science (NYSCI) is a destination for hands-on, interactive exhibitions and innovative programs. NYSCI’s Design-Make-Play (DMP) pedagogical approach to STEM learning recognizes that what is essential is not only the content—what is being taught—but how teaching and learning are imagined through the curriculum. This commitment to practice builds off of interest-based learning research, which emphasizes that all learners should feel a sense of efficacy and possibility. The hallmarks of this approach include deep personal engagement
DATE:
TEAM MEMBERS: Amanda Solarsh Gina Tesoriero Michaela Labriole Tara Chudoba
resource research Media and Technology
Abstract In 2011, Donna DiBartolomeo and Zachary Clark enrolled in the Arts in Education Program at Harvard Graduate School of Education. Harvard Graduate School of Education is home to Project Zero, an educational research group comprising multiple, independently funded projects examining creativity, ethics, understanding, and other aspects of learning and its processes. Under the guidance of Principal Investigator Howard Gardner and Project Manager Katie Davis, the authors were tasked with developing a methodology capable of observing finegrained, objective detail in complete works of
DATE:
TEAM MEMBERS: Donna DiBartolomeo Zachary Clark
resource project Media and Technology
Developing and maintaining a diverse, innovative workforce in the fields of science, technology, engineering and math (known as STEM) is critical to American competitiveness in the world, but national surveys report a current and future shortage of highly qualified STEM professionals in the US. One problem creating this shortage is that more than half of all college students who declare a major in STEM fields drop out or change their majors in the first two years of their post-secondary education. This problem is particularly acute for first generation college students. If we could increase the STEM degree completion rate by just 25%, we would make up 75% of the additional workforce needed over the next decade.

Our project aims to increase the STEM persistence of first generation college students and focuses on rural students in West Virginia. Project partners including scientists from National Labs, college faculty, local school system staff, informal educators, State Department of Education officials, and West Virginia college students will collaborate to develop summer and academic year activities that support young undergraduates majoring in STEM. Activities that we will pilot include early opportunities to do science research, academic year courses that develop science, math and communication skills, and the formation of Hometown STEM Ambassadors; undergraduate STEM students that encourage younger students back in their hometown schools. We will study the impact of these activities on students' persistence in STEM majors.

Our Project is called FIRST TWO: Improving STEM Persistence in the First Two Years of College (FIRST TWO).

Technical Details:

During the Development Launch Project, partners will create and pilot components of two courses that will confer college credit to students in two and four year schools. Each course will have as its center piece a research and development internship. By the end of the Project Development Pilot, FIRST TWO course modules will be integrated into courses the State, and be transferable between community colleges and four-year schools.

An innovative component of FIRST TWO is the creation of Hometown STEM ambassadors--students who participate in both courses will be prepared to mentor their peers, and also conduct outreach in their home school districts. They will make presentations to hometown K-12 students, and will discuss STEM college readiness issues with local education leaders. We believe reconnecting post-secondary students with their home communities and providing place-based relevance to their STEM education will have a positive impact on their persistence, as well as the added benefit of encouraging K-12 students to envision themselves as future STEM professionals.

FIRST TWO will:

- integrate early experience in STEM internships, online communities of practice and STEM skills development into a discovery-based "principles of research and development" college seminar for first year students;

- sustain engagement through a second service learning course, called STEM Leadership that will develop communication and mentoring skills and produce peer mentors who will mentor younger students, join in the efforts to change the STEM education experience at their schools, and conduct outreach in their hometown communities during the students? second year and third years.

- secure state-wide adoption and transferability of these courses, or course materials, and ultimately scale the program across the Appalachian region and to other states with large rural student populations.

- collaborate with National Labs to determine the feasibility of a National STEM Persistence Alliance partnering National Lab internship programs with 2 and 4-year schools who serve FGC students.

Finally, there are many studies that inquire into the factors that correlate with post-secondary retention in general, and with STEM attrition specifically but few that focus on rural students. FIRST TWO will fully articulate a rigorous educational research project aimed at advancing understanding of the factors affecting rural students' entry into and persistence in STEM career pathways. This research will study the impact FIRST TWO program components make on rural FGC students' persistence in STEM majors. Instruments will be developed and validated that test the components proposed in FIRST TWO interventions. As we scale the program to a larger Alliance, so will the research study scale, providing a unique opportunity to inform the education community about the rural students' experience.
DATE: -
TEAM MEMBERS: Sue Heatherly Karen ONeil Erica Harvey
resource project Media and Technology
One common barrier to STEM engagement by underserved and underrepresented communities is a feeling of disconnection from mainstream science. This project will involve citizen scientists in the collection, mapping, and interpretation of data from their local area with an eye to increasing STEM engagement in underrepresented communities. The idea behind this is that science needs to start at home, and be both accessible and inclusive. To facilitate this increased participation, the project will develop a network of stakeholders with interests in the science of coastal environments. Stakeholders will include members of coastal communities, academic and agency scientists, and citizen science groups, who will collectively and collaboratively create a web-based system to collect and view the collected and analyzed environmental information. Broader impacts include addressing the STEM barriers to those who reside in the coastal environment but who are underrepresented in STEM education, vocations and policy-making. These include tribal communities (racial and ethnic inclusion), fishery communities (inclusion of communities of practice), and rural communities without direct access to colleges or universities. This project will create a physical, a social, and a virtual, environment where all participants have an equal footing in the processes of "doing science" - the Coastal Almanac. The Almanac is simultaneously a network of individuals and organizations, and a web-based repository of coastal data collected through the auspices of the network. During the testing phase, the researchers will implement the "rules of engagement" through multiple interaction pathways in the growing Coastal Almanac network: increases in rigorous citizen science, development of specific community-scientist partnerships to collect and/or use Almanac data, development of K-12 programs to collect and/or use Almanac data. The proposed work will significantly scale up citizen science and community-based science programs on the West Coast, broadening participation by targeting members of coastal communities with limited access to mainstream science, including participants from non-STEM vocations, and Native Americans. The innovation of the Coastal Almanac is in allowing the process of deepening involvement in science, and through that process increasing agency of community members to be bona fide members of the science team, to evolve organically, in the manner dictated by community members and the situation, rather than a priori by the project team and mainstream science. The project has the potential in the long-term to increase participation in marine science education, workforce, and policy-making by underrepresented groups resident in the coastal environment. Contributions by project citizen scientists will also provide valuable data to mainstream science and to resource management efforts.
DATE: -
TEAM MEMBERS: Julia Parrish Marco Hatch Selina Heppell