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resource project Media and Technology
The Adler Planetarium, Johns Hopkins University, and Southern Illinois University-Edwardsville are investigating the potential of online citizen science projects to broaden the pool of volunteers who participate in analysis and investigation of digital data and to deepen volunteers' engagement in scientific inquiry. The Investigating Audience Engagement with Citizen Science project is administering surveys and conducting case studies to identify factors that lead volunteers to engage in the astronomy-focused Galaxy Zoo project and its Zooniverse extensions. The project is (1) identifying volunteers' motivations for joining and staying involved, (2) determining factors that influence volunteers' movement from lower to higher levels of involvement, and (3) designing features that influence volunteer involvement. The project's research findings will help informal science educators and scientists refine existing citizen science programs and develop new ones that maximize volunteer engagement, improve the user experience, and build a more scientifically literate public.
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TEAM MEMBERS: Jordan Raddick
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
This project, conducted by the University of Pittsburgh and the University of California, Berkeley, seeks to discover what makes middle school students engaged in science, technology, engineering, and mathematics (STEM). The researchers have developed a concept known as science learning activation, including dispositions, practices, and knowledge leading to successful STEM learning and engagement. The project is intended to develop and validate a method of measuring science learning activation.

The first stage of the project involves developing the questions to measure science activation, with up to 300 8th graders participating. The second stage is a 16-month longitudinal study of approximately 500 6th and 8th graders, examining how science learning activation changes over time. The key question is what are the influencers on science activation, e.g., student background, classroom activities, and outside activities.

This project addresses important past research showing that middle school interest in STEM is predictive of actually completing a STEM degree, suggesting that experiences in middle school and even earlier may be crucial to developing interest in STEM. This research goes beyond past work to find out what are the factors leading to STEM interest in middle school.

This work helps the Education and Human Resources directorate, and the Division of Research on Learning, pursue the mission of supporting STEM education research. In particular, this project focuses on improving STEM learning, as well as broadening participation in STEM education and ultimately the STEM workforce.
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resource project Media and Technology
Purpose: The United States (U.S.) has traditionally produced the world’s top research scientists and engineers, leading to breakthrough advances in science and technology. Despite the importance of STEM careers, many U.S. students are not graduating with strong STEM knowledge, skills or interests, and the percentage of students prepared for or pursuing STEM degrees or careers is declining. Research shows that the decreased interest in STEM typically begins in the middle school years, pose significant academic and social challenges for students. This project will develop a web-based game teach 6th to 8th students key scientific inquiry skills, along with the academic mindsets and learning strategies to facilitate engagement and effective science learning.

Project Activities: The researchers will create a prototype by mapping key Next Generation Science Standards and learning goals with concepts and content, and producing a game design document. Following completion of the prototype, the researchers will finalize the server architecture, create the core code systems, concept art, and develop a prototype in order to simulate the final user experience. Iterative refinements will be conducted as needed at major production milestones until the game is fully functional. Once development is complete, the research team will assess the usability and feasibility, fidelity of implementation, and the promise of the game to improve outcomes in a pilot study. In this study, 200 students in 10 classes will participate, with 5 of the classrooms randomly assigned to use the game and 5 who will proceed as normal. All students will complete pre- and post- program surveys assessing their academic mindsets, learning strategies, and science skills.

Product: This project will develop SciSkillQuest, a web-based multiplayer game intended to teach middle school students scientific inquiry skills and to foster academic growth mindsets in science. Students will pursue quests, employing inquiry skills to navigate and succeed in the game, including Questioning, Modeling, Investigating, Analyzing, Computing, Explaining, Arguing, and Informing. The game will include different paths to a solution, role playing elements, immersive narratives, challenge-based progressions, and peer collaboration to engage players. The growth mindset message — that ability and skill are developed through effort and learning — will be introduced and reinforced through feedback by embedded in-game characters. The games will be supplemental to the curriculum but will also be designed to be integrated within instructional practice. The game will be available for mobile devices as well as web browsers.
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TEAM MEMBERS: Lisa Sorich Blackwell
resource project Media and Technology
Purpose: In the most recent National Assessment of Educational Progress only 17% of 8th grade students performed at or above the proficient level in U.S. history. One way to engage students in learning history is to create history learning resources that are designed to be relevant and appealing to young people's interests and regular activities. Surveys find that almost all teenage boys and girls play digital games, and the majority of teens play daily. This project will leverage the potential of games and technology to engage students and increase history skills and content knowledge.

Project Activities: The team, consisting of graphic artists, content specialists, computer scientists, and programmers, will initially create wireframes and a functional game prototype. Following feedback from a group of students and teachers on the user-interface, the team will produce an online tablet app. Iterative refinements will be conducted at major production milestones until the intervention is fully functional. Once development is complete, the researchers will assess the usability and feasibility, fidelity of implementation, and the promise of the product to improve outcomes in a pilot study. The study will include 200 8th grade students in eight classrooms. Four classrooms will be assigned to play to game as part of the curriculum over three to five class periods, and four classrooms will be taught the same historical content using the business as usual curriculum without the game. Each group will complete pre- and post- assessments to assess differences in history knowledge and skills.

Product: This project team will develop a tablet-based interactive role-playing game that immerses 5th through 9th grade students in the history of the Great Depression. The game will provide players an experiential understanding of the hardships that beset Americans in the 1930s and their strategies for survival, as individuals and as a nation. Features of the game will include story-based immersive narrative missions where student's decisions continually drive the action, tips and hints for students who are struggling in the game, writing tools, and interactive maps. The game will can be integrated within a course or used as a supplement. A teacher dashboard will be developed to facilitate the use of the game within classroom settings. Finally, the final product will include upgrades to existing games, including City of Immigrants and the The Hardest Times. The upgrades will publish these games to tablets and will include deeper in-game assessment opportunities.
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TEAM MEMBERS: David Langendoen
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
A new online and mobile resource for teens, Sparticl presents the best science, technology, engineering, and math (STEM) resources on the web. A team of experts has hand-selected articles, videos, games, hands-on activities, and other content that is age-appropriate, accurate, safe, and engaging. Teens and educators can explore and investigate, share and contribute—all the while earning points and badges.
The site is designed to allow teens to easily rate, comment on, and share their favorite games, articles, and activities. Users can create their own customized collections and submit new resources. The goal of Sparticl is to create an online destination that is irresistible to kids and valued by parents, teachers, and the scientific community, a destination where providers of high-quality STEM content will be proud to be included. Sparticl is created by the National Productions division of Twin Cities Public Television and is made possible with the generous support of 3M.
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TEAM MEMBERS: Richard Hudson
resource project Media and Technology
Great Lakes Science Center (GLSC), home of the NASA Glenn Visitor Center, is dedicated to sharing NASA content to inform, engage, and inspire students, educators, and the public. To further this goal, GLSC will develop a digital experience focused on collaboration and teamwork, emphasizing the benefits of a systems approach to STEM challenges. At the recently, fully renovated NASA Glenn Visitor Center, GLSC visitors will embark on an exciting mission of discovery, working in teams to collect real data from NASA objects and experiences. Mobile devices will become scientific tools as students, teachers, and families take measurements, access interviews with NASA scientists, analyze results from Glenn Research Center (GRC) test facilities, and link to NASA resources to assemble mission-critical information. This initiative will provide experiences that demonstrate how knowledge and practice can be intertwined, a concept at the core of the Next Generation Science Standards. GLSC’s digital missions will engage students and families in STEM topics through the excitement of space exploration. In addition, this project has the potential to inform the design of future networked visitor experiences in science centers, museums and other visitor attractions.
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TEAM MEMBERS: Kirsten Ellenbogen
resource project Media and Technology
The Amistad Research Center will hire a project archivist to process 15 archival collections highlighting the accomplishments of African Americans in STEM (science, technology, engineering, and mathematics) professions. An inventory of the collections will be created and selected materials emphasizing multigenerational African American achievement in STEM professions will be digitized to improve public access. Highlights of the collection will be shared through social media and Amistad’s blog. The project supports the Amistad Research Center’s role as a repository of collections documenting African Americans in STEM professions while providing an emerging archivist valuable experience in the evaluation, organization, preservation, and description of complex archival collections.
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TEAM MEMBERS: Laura Thompson
resource project Media and Technology
The Mütter Museum will develop a new interactive online exhibit that explores the important role of medicine in American history through its unique collections. In keeping with the museum's broader medical humanities focus, the online exhibit will be presented thematically in a life cycle sequence. Representative objects will include obstetrical forceps, an iron lung, a surgical kit, William Harvey's book on blood circulation De Motu Cordis, eyeglasses, a tooth extractor, and an embalming kit. The museum will also develop a curriculum that addresses national secondary school education standards in history, science, and health by utilizing narrative stories, specimens, models, medical tools, photographs, and texts from collections. Exploring historic events and their health and medical underpinnings through an interesting narrative lens will engage audiences in critical STEM topics by connecting personal stories to the objects actually used to understand disease and heal people.
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TEAM MEMBERS: Karie Youngdahl
resource project Media and Technology
The New England Wild Flower Society will develop an engaging, easily accessible curriculum of introductory online courses in botany, plant ecology, and native plant horticulture, which will be made available to conservation and educational organizations throughout the Northeastern U.S. via a new digital portal. These comprehensive classes in plant science will be available online for diverse lifelong learners and will incorporate classroom, online, and field participation by students; foster connections among students and mentors; and create a rich suite of learning opportunities.
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TEAM MEMBERS: Elizabeth Farnsworth