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resource project Media and Technology
Purpose: An estimated 5 to 8% of elementary school students have some form of memory or cognitive deficit that inhibits learning basic math. Researchers have identified several areas where children with math learning difficulties struggle. These include a strong sense of number facts to quickly and accurately perform operations on single digit numbers, the use of strategies to solve problems which have not yet been memorized, a sense to figure out whether or not an answer is reasonable, and self-monitoring to assess one's own efficacy and understanding. To support students with math learning difficulties in grades 1 to 4, this project team will develop a series of apps for touch-screen tablets that encourage single digit operational fluency, conceptual understanding, strategy awareness, and self-understanding.

Project Activities: During Phase I project in 2012, the research team developed a prototype of the single digit addition game, following an iterative process incorporating feedback from teachers and students having difficulty with math. Nineteen students participated in a pilot study, and the researchers found that the prototype functioned well and that users were engaged by the game. In Phase II, the team will build and refine the back end system, design and develop the teacher website, and create content for games in subtraction, multiplication, and division. Researchers will carry out a pilot test of the usability and feasibility, fidelity of implementation, and promise of the game to improve learning. Students in first to fourth grade identified by teachers as having the greatest difficulty with math will participate in the pilot study. Half of the 120 students participating in the pilot study will be randomly selected to play the game as a supplement to classroom learning whereas the other half will not have access. Students in the control group will be provided the games at the end of the study. Analyses will compare pre- and post-test math scores.

Product: The web-based game, MathFacts, will include a series of apps for touch-screen tablet computers to support math learning for 1st to 4th grade students with major or sometimes intractable learning difficulties. In the game, students will learn content through mini-lessons, engage with problems in practice and speed rounds, and then receive formative feedback on their performance. Students will use and manipulate blocks, linker tubes, number lines, and interact with engaging pedagogical agents such as parrots and sloths. Students will set goals, advance to more challenging levels, and engage in competition. The game will be self-paced and will provide individualized formative assessment scaffolding when students do not know the answer to a question. A teacher management system will support professional development and will produce reports to guide instruction. The intended outcomes from gameplay will include increased fluency, conceptual understanding, strategy awareness, self-assessment, and motivation of basic math.
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TEAM MEMBERS: Kara Carpenter
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 Media and Technology
This pathways project would refine and test a game based on the Kinect technology gaming tool to teach seismology concepts in an informal education setting and how they apply to phenomenon in other STEM fields. The game will be developed as a companion tool to the "Quake Catcher Network" a low-cost network of seismic sensors in schools, homes and offices world-wide and tie-ins with seismology programs such as the great California ShakeOut with a participant base of 8.6 million. The project design would select three new learning modules, chosen by a group of scientists and educators, to incorporate into the game and evaluate player experience and knowledge gain. The activities will be conducted at a partner test site, an aquarium, frequented by area youth 8 - 12 years old. The focus of the effort is to add to the knowledge of how gaming can be used effectively in informal learning environments The game places the player as a scientist, allowing the player to make decisions about seismic station deployment strategies following an earthquake, installing the sensors and monitoring incoming data. The game has levels of difficulty and players accrue points by acting swiftly and correctly. Learning goals for the project include making abstract math concepts understandable; involve participants in data collection and the process of scientific investigation, plus demonstrate how scientists and mathematicians use tools of their fields to address real-world issues.
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TEAM MEMBERS: Deborah Kilb
resource research Media and Technology
This poster from the 2014 AISL PI Meeting presents Peg + Cat, a research and development project that explores the mechanisms that initiate and support innovation in early childhood education, especially by combining informal learning via public media and technology with teacher and family interactions to maximize children's math learning.
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TEAM MEMBERS: The Fred Rogers Company Alan Friedman
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes the first year partnership to design and implement a social networking platform and digital badges with two science center programs.
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TEAM MEMBERS: University of Washington Carrie Tzou Theresa Horstman
resource project Media and Technology
Making Stuff Season Two is designed to build on the success of the first season of Making Stuff by expanding the series content to include a broader range of STEM topics, creating a larger outreach coalition model and a “community of practice,” and developing new outreach activities and digital resources. Specifically, this project created a national television 4-part miniseries, an educational outreach campaign, expanded digital content, promotion activities, station relations, and project evaluation. These project components help to achieve the following goals: 1. To increase public understanding that basic research leads to technological innovation; 2. To increase and sustain public awareness and excitement about innovation and its impact on society; and 3. To establish a community of practice that enhances the frequency and quality of collaboration among STEM researchers and informal educators. These goals were selected in order to address a wider societal issue, and an important element of the overall mission of NOVA: to inspire new generations of scientists, learners, and innovators. By creating novel and engaging STEM content, reaching out to new partners, and developing new outreach tools, the second season of Making Stuff is designed to reach new target audiences including underserved teens and college students crucial to building a more robust and diversified STEM workforce pipeline. Series Description: In this four-part special, technology columnist and best-selling author David Pogue takes a wild ride through the cutting-edge science that is powering a next wave of technological innovation. Pogue meets the scientists and engineers who are plunging to the bottom of the temperature scale, finding design inspiration in nature, and breaking every speed limit to make tomorrow's "stuff" "Colder," "Faster," "Safer," and "Wilder." Making Stuff Faster Ever since humans stood on two feet we have had the basic urge to go faster. But are there physical limits to how fast we can go? David Pogue wants to find out, and in "Making Stuff Faster," he’ll investigate everything from electric muscle cars and the America’s cup sailboat to bicycles that smash speed records. Along the way, he finds that speed is more than just getting us from point A to B, it's also about getting things done in less time. From boarding a 737 to pushing the speed light travels, Pogue's quest for ultimate speed limits takes him to unexpected places where he’ll come face-to-face with the final frontiers of speed. Making Stuff Wilder What happens when scientists open up nature's toolbox? In "Making Stuff Wilder," David Pogue explores bold new innovations inspired by the Earth's greatest inventor, life itself. From robotic "mules" and "cheetahs" for the military, to fabrics born out of fish slime, host David Pogue travels the globe to find the world’s wildest new inventions and technologies. It is a journey that sees today's microbes turned into tomorrow’s metallurgists, viruses building batteries, and ideas that change not just the stuff we make, but the way we make our stuff. As we develop our own new technologies, what can we learn from billions of years of nature’s research? Making Stuff Colder Cold is the new hot in this brave new world. For centuries we've fought it, shunned it, and huddled against it. Cold has always been the enemy of life, but now it may hold the key to a new generation of science and technology that will improve our lives. In "Making Stuff Colder," David Pogue explores the frontiers of cold science from saving the lives of severe trauma patients to ultracold physics, where bizarre new properties of matter are the norm and the basis of new technologies like levitating trains and quantum computers. Making Stuff Safer The world has always been a dangerous place, so how do we increase our odds of survival? In "Making Stuff Safer," David Pogue explores the cutting-edge research of scientists and engineers who want to keep us out of harm’s way. Some are countering the threat of natural disasters with new firefighting materials and safer buildings. Others are at work on technologies to thwart terrorist attacks. A next-generation vaccine will save millions from deadly disease. And innovations like smarter cars and better sports gear will reduce the risk of everyday activities. We’ll never eliminate danger—but science and technology are making stuff safer.
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TEAM MEMBERS: WGBH Educational Foundation Paula Apsell
resource research Media and Technology
The article offers information on using video games as a strategy for Science, Technology, Engineering and Math (STEM) learning. According to a study from the University of California, San Francisco, which says playing video games help develop learning capabilities in children. It discusses two games Portal and Minecraft which are used to design learning systems Teach with Portals (TWP) for teaching physics and mathematics, and MinecraftEdu for teaching engineering, physics and mathematics.
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TEAM MEMBERS: Brian Jenkins
resource project Media and Technology
This research and development project explores the mechanisms that initiate and support innovation in early childhood education, especially in combining informal learning via public media and technology with teacher and family interactions to maximize children's math learning. Deliverables include 27 episodes of Peg+Cat, an animated math adventure series on PBS, 8 related online games and apps, summer math institutes and school-year training for preschool/Head Start teachers, and complementary activities and resources to support parent's knowledge and practice and student's engagement, interest, and learning of foundational math concepts. The research agenda will test several hypotheses regarding the strategies to extend teacher's math content knowledge and pedagogy and parent/ caregiver's understanding and valuing of math. A key question will focus on how coupled learning opportunities (professional development for teachers, transmedia, and support for families) enable and sustain children's engagement and learning in math. Formative evaluation of the media components will use focus groups of 3-5 year olds to assure develerables are engaging and accessible. The summative evaluation by Rockman et al will focus on how well the project met its overall goals including the project implementation, and impacts on Head Start teachers, parents/caregivers, and preschoolers. The project's transmedia deliverables will reach millions of preschoolers through daily PBS broadcasts and online games and apps. Fifty Head Start teachers will participate in the two-year professional development program and will be using new content knowledge and pedagogy to teach 550 Head Start children in southwest Pennsylvania and engage their parents/caregivers. The Head Start infrastructure will provide further dissemination of the project's findings and resources.
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TEAM MEMBERS: Hedda Sharapan Chris Rodgick Cynthia Tananis Nancy Bunt Mallary Swartz Camellia Sanford-Dolly
resource project Media and Technology
The Cryptoclub: Cryptography and Mathematics Afterschool and Online is a five-year project designed to introduce middle school students across the country to cryptography and mathematics. Project partners include the Young Peoples Project (YPP), the Museum of Science and Industry in Chicago, and Eduweb, an award-winning educational software design and development firm. The intended impacts on youth are to improve knowledge and interest in cryptography, increase skills in mathematics, and improve attitudes towards mathematics. The secondary audience is leaders in afterschool programs who will gain an increased awareness of cryptography as a tool for teaching mathematics and adopt the program for use in their afterschool programs. Project deliverables include online activities, online cryptography adventure games, interactive offline games, a leader\'s manual, and training workshops for afterschool leaders. The project materials will be developed in collaboration with YPP staff and pilot tested in Year 3 at local afterschool programs and YPP sites in Chicago in addition to four national sites. Field testing and dissemination occurs in Year 4 at both local sites in Chicago and national locations such as afterschool programs, science centers, and community programs. Six 3-day training workshops will be provided (2 per year in Years 3-5) to train afterschool leaders. It is anticipated that this project will reach up to 11,000 youth, including underserved youth in urban settings, and 275 professional staff. Strategic impact resulting from this project includes increased awareness of cryptography as a STEM topic with connections to mathematics as well a greater understanding of effective strategies for integrating and supporting web-based and offline activities within informal learning settings. The Cryptoclub project has the potential to have a transformative impact on youth and their understanding of cryptography and may serve as a national model for partnerships between afterschool and mentoring programs.
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TEAM MEMBERS: Janet Beissinger Susan Goldman Daria Tsoupikova Bonnine Saunders
resource research Media and Technology
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal and informal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and
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TEAM MEMBERS: Utah State University Victor Lee