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resource project Professional Development, Conferences, and Networks
This three-year project focuses on professional research experiences for middle and high school STEM teachers through investigations of the Great American Biotic Interchange (GABI). Each year 10 teachers (in diverse fields including biology, chemistry, earth and environmental sciences, and oceanography) and three to five professional paleontologists will participate in a four-phase process of professional development, including: a (1) pre-trip orientation (May); (2) 12 days in Panama in July collecting fossils from previously reported, as well as newly discovered, sites; (3) a post-trip on-line (cyber-enabled) Community of Practice; and (4) a final wrap-up at the end of each cohort (December). In addition, some of the teachers may also elect to partner with scientists in their research laboratories, principally located in California, Florida, and New Mexico. The partners in Panama are from the Universidad Autónoma de Chiriquí (UNACHI), including faculty and students, as well as STEM teachers from schools in Panama. Teachers that participate in this RET will develop lesson plans related to fossils, paleontology, evolution, geology, past climate change, and related content aligned with current STEM standards.

The GABI, catalyzed by the formation of the Isthmus of Panama during the Neogene, had a profound effect on the evolution and geography of terrestrial organisms throughout the Americas and marine organisms globally. For example, more than 100 genera of terrestrial mammals dispersed between the Americas, and numerous marine organisms had their interoceanic distributions cut in half by the formation of the Isthmus. Rather than being considered a single event that occurred about 4 million years ago, the GABI likely represents a series of dispersals over the past 10 million years, some of which occurred before full closure of the Isthmus. New fossil discoveries in Panama resulting from the GABI RET (Research Experiences for Teachers) are thus contributing to the understanding of the complexity and timing of the GABI during the Neogene.

This award is being co-funded with the Office International and Integrative Activities.
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TEAM MEMBERS: Bruce MacFadden
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
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TEAM MEMBERS: Lisa Schwartz Daniela Digiacomo Kris Gutierrez
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
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TEAM MEMBERS: Molly Louise Kelton
resource project Media and Technology
The Computational Thinking in Ecosystems (CT-E) project is funded by the STEM+Computing Partnership (STEM+C) program, which seeks to advance new approaches to, and evidence-based understanding of, the integration of computing in STEM teaching and learning. The project is a collaboration between the New York Hall of Science (NYSCI), Columbia University's Center for International Earth Science Information Network, and Design I/O. It will address the need for improved data, modeling and computational literacy in young people through development and testing of a portable, computer-based simulation of interactions that occur within ecosystems and between coupled natural and human systems; computational thinking skills are required to advance farther in the simulation. On a tablet computer at NYSCI, each participant will receive a set of virtual "cards" that require them to enter a computer command, routine or algorithm to control the behavior of animals within a simulated ecosystem. As participants explore the animals' simulated habitat, they will learn increasingly more complex strategies needed for the animal's survival, will use similar computational ideas and skills that ecologists use to model complex, dynamic ecological systems, and will respond to the effects of the ecosystem changes that they and other participants elicit through interaction with the simulated environment. Research on this approach to understanding interactions among species within biological systems through integration of computing has potential to advance knowledge. Researchers will study how simulations that are similar to popular collectable card game formats can improve computational thinking and better prepare STEM learners to take an interest in, and advance knowledge in, the field of environmental science as their academic and career aspirations evolve. The project will also design and develop a practical approach to programing complex models, and develop skills in communities of young people to exercise agency in learning about modeling and acting within complex systems; deepening learning in young people about how to work toward sustainable solutions, solve complex engineering problems and be better prepared to address the challenges of a complex, global society.

Computational Thinking in the Ecosystems (CT-E) will use a design-based study to prototype and test this novel, tablet-based collectable card game-like intervention to develop innovative practices in middle school science. Through this approach, some of the most significant challenges to teaching practice in the Next Generation Science Standards will be addressed, through infusing computational thinking into life science learning. CT-E will develop a tablet-based simulation representing six dynamic, interconnected ecosystems in which students control the behaviors of creatures to intervene in habitats to accomplish goals and respond to changes in the health of their habitat and the ecosystems of which they are a part. Behaviors of creatures in the simulation are controlled through the virtual collectable "cards", with each representing a computational process (such as sequences, loops, variables, conditionals and events). Gameplay involves individual players choosing a creature and habitat, formulating strategies and programming that creature with tactics in that habitat (such as finding food, digging in the ground, diverting water, or removing or planting vegetation) to navigate that habitat and survive. Habitats chosen by the participant are part of particular kinds of biomes (such as desert, rain forest, marshlands and plains) that have their own characteristic flora, fauna, and climate. Because the environments represent complex dynamic interconnected environmental models, participants are challenged to explore how these models work, and test hypotheses about how the environment will respond to their creature's interventions; but also to the creatures of other players, since multiple participants can collaborate or compete similar to commercially available collectable card games (e.g., Magic and Yu-Go-Oh!). NYSCI will conduct participatory design based research to determine impacts on structured and unstructured learning settings and whether it overcomes barriers to learning complex environmental science.
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TEAM MEMBERS: Stephen Uzzo Robert Chen
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
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TEAM MEMBERS: Aaron Price Katherine Gean Claire Christensen Elham Beheshti Bryn Pernot Gloria Segovia Halcyon Person Steven Beasley Patricia Ward
resource project Media and Technology
This project will advance efforts of the Innovative Technology Experiences for Students and Teachers (ITEST) program to better understand and promote practices that increase students' motivations and capacities to pursue careers in fields of science, technology, engineering, or mathematics (STEM) by developing a suite of digital tools designed to support positive messaging around skill-based education and careers and to improve mentors' communication with middle school-aged youth mentees. Maintaining U.S. economic advantage requires attracting talent to high-growth, high-demand skill-based, STEM-related careers that are traditionally attained through Career and Technical Education (CTE). Replacing old negative perceptions with new, more accurate messages about CTE and then reaching youth with these messages before high school is essential. Career-focused mentoring is a vehicle for delivering these messages and supporting youth exploration of CTE as a possible path for their own lives. Investigators will explore the hypothesis that through strong connections between those best positioned to articulate industry needs (mentors) and those most receptive to filling that need (mentees), this project will improve youth awareness and interest in CTE and the rewarding careers that are available to them. Research and development activities will be carried out collaboratively in informal learning environments in Boston and New York City that serve middle school-aged youth from underrepresented communities, through career-focused mentoring programs. The project team, led by media producers of the WGBH Education Foundation, includes market researchers and communications strategists at Global Strategy Group, learning scientists at Education Development Center, and mentorship program partners at SkillsUSA, Learning for Life's Middle School Explorer Clubs, and Boy Scouts of America's Scoutreach. If promising, the career-focused mentoring programs of SkillsUSA, Learning for Life, and Boy Scouts of America will incorporate the messaging roadmap and digital tools to support their mentoring curricula, which impact greater than one million youth in each year.

In the first phase of research, investigators will study perceptions of STEM-focused CTE from a nationwide sample of 800 middle school-aged youth and 30 mentors from skill-based STEM industries. In the second phase, investigators will work with six program leaders and 30 mentors from SkillsUSA, Explorer Clubs, Scoutreach, and other mentoring programs to document the needs of mentors for support as they enter into the mentoring process. The third phase will engage mentorship program leaders and 36 mentors in the iterative development of a suite of digital tools that would support positive messaging around skill-based education and careers and that would improve mentors' communication with youth mentees. In addition, a pre-post mentorship program pilot study will explore the promise of the digital tools for effectively supporting mentor-mentee communications that improve youth awareness and interest in STEM-focused CTE and skill-based, STEM-related careers. Thirty six mentors and 288 of their youth mentees will participate in the pilot study. Data sources for research include interviews and surveys of program leaders, mentors, and mentees, as well as tracking mentor activity within the online digital tool environment. This research would advance knowledge of how mentors influence disadvantaged youth perceptions of and interest in CTE and skill-based, STEM career pathways, in which there is currently little evidence as to how mentor preparation shapes ability to positively impact youth outcomes. Major outcomes will include a) deeper understandings of youth and mentor perceptions of CTE and mentors' needs for supporting their work with mentees, b) a messaging roadmap and digital tools that prepare mentors for their work with middle school youth, and c) empirical findings regarding the potential of the digital tools for effectively supporting mentor-mentee communications that improve youth's awareness and interest in CTE and skill-based, STEM-related careers. Outcomes will be shared widely to research, education, and industry communities, locally and nationally, through social media, partner networks, conference presentations, and research publications. An advisory board will provide independent review on the project activities.
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TEAM MEMBERS: Marisa Wolsky Hillary Wells
resource evaluation Public Programs
Techbridge Girls’ mission is to help girls discover a passion for science, engineering, and technology (SET). In August 2013, Techbridge Girls was awarded a five-year National Science Foundation grant to scale up its after-school program from the San Francisco Bay Area to multiple new locations around the United States. In the fall of 2014, Techbridge Girls began offering after-school programming at five elementary and two middle schools in the Highline Public School district, located near Seattle, WA. Education Development Center is conducting the formative and summative evaluation of the
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TEAM MEMBERS: Ginger Fitzhugh Carrie Liston Sarah Armstrong
resource research Afterschool Programs
This paper examines STEM-based informal learning environments for underrepresented students and reports on the aspects of these programs that are beneficial to students. This qualitative study provides a nuanced look into informal learning environments and determines what is unique about these experiences and makes them beneficial for students. We provide results of a qualitative research study conducted with the Mathematics, Engineering, Science Achievement (MESA) program, an informal learning environment that has proven to be effective in recruiting, retaining and encouraging
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TEAM MEMBERS: Cameron Denson Chandra Austin Stallworth Christine Hailey Daniel Householder
resource project Museum and Science Center Programs
The American Museum of Natural History (AMNH), in collaboration with New York University's Institute for Education and Social Policy and the University of Southern Maine Center for Evaluation and Policy, will develop and evaluate a new teacher education program model to prepare science teachers through a partnership between a world class science museum and high need schools in metropolitan New York City (NYC). This innovative pilot residency model was approved by the New York State (NYS) Board of Regents as part of the state’s Race To The Top award. The program will prepare a total of 50 candidates in two cohorts (2012 and 2013) to earn a Board of Regents-awarded Masters of Arts in Teaching (MAT) degree with a specialization in Earth Science for grades 7-12. The program focuses on Earth Science both because it is one of the greatest areas of science teacher shortages in urban areas and because AMNH has the ability to leverage the required scientific and educational resources in Earth Science and allied disciplines, including paleontology and astrophysics.

The proposed 15-month, 36-credit residency program is followed by two additional years of mentoring for new teachers. In addition to a full academic year of residency in high-needs public schools, teacher candidates will undertake two AMNH-based clinical summer residencies; a Museum Teaching Residency prior to entering their host schools, and a Museum Science Residency prior to entering the teaching profession. All courses will be taught by teams of doctoral-level educators and scientists.

The project’s research and evaluation components will examine the factors and outcomes of a program offered through a science museum working with the formal teacher preparation system in high need schools. Formative and summative evaluations will document all aspects of the program. In light of the NYS requirement that the pilot program be implemented in high-need, low-performing schools, this project has the potential to engage, motivate and improve the Earth Science achievement and interest in STEM careers of thousands of students from traditionally underrepresented populations including English language learners, special education students, and racial minority groups. In addition, this project will gather meaningful data on the role science museums can play in preparing well-qualified Earth Science teachers. The research component will examine the impact of this new teacher preparation model on student achievement in metropolitan NYC schools. More specifically, this project asks, "How do Earth Science students taught by first year AMNH MAT Earth Science teachers perform academically in comparison with students taught by first year Earth Science teachers not prepared in the AMNH program?.”
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TEAM MEMBERS: Maritza Macdonald Meryle Weinstein Rosamond Kinzler Mordecai-Mark Mac Low Edmond Mathez David Silvernail
resource evaluation Aquarium and Zoo Programs
The evaluation study supports the project Distance Learning Education Programs at the Saint Louis Zoo. To better understand what teachers want and need, and the characteristics of the settings in which their students learn, the Zoo conducted an online survey of the teachers of students with special needs in May 2014. The purpose of this evaluation was to clarify and expand the survey findings to support the design, development, and implementation of the Zoo distance learning curriculum so that it works effectively across a variety of school settings for K12 students with special needs and
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TEAM MEMBERS: Carey Tisdal Saint Louis Zoo
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