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resource research Media and Technology
Girls met to engage with Through My Window twice each week after school. The afterschool program format provided a freer, less structured atmosphere than a classroom setting. Students extensively debated and investigated the questions and themes posed by the novel, Talk to Me. The meeting space had plenty of space for students to move around, as well as teachers who encouraged the expression of full emotional and intellectual enthusiasm for the story at hand.
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TEAM MEMBERS: Beth McGinnis-Cavanaugh Glenn Ellis Collaborative for Educational Services
resource project Media and Technology
The project team is developing a prototype of Thinking Time, a tablet-based app and game for early learners (ages 3- to 6-years-old) that provides cognitive training games based on neuropsychological research. Game play will be self-guided and adaptive, and will support the development of working memory, attention and impulse control, and flexibility. The goal is to promote academic readiness by scaffolding cognitive skills during the early years of heightened brain plasticity. In the Phase I pilot research, the project team will examine whether the software prototype functions as planned, if teachers are able to integrate it within the classroom environment, and whether children are engaged with the prototype.
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TEAM MEMBERS: Grace Wardhana
resource project Media and Technology
Purpose: This project will develop and test Kiko's Thinking Time, a series of game apps designed to strengthen children's cognitive skills related to executive functioning and reasoning. A principle objective of preschool is to prepare children for later success in school. Most programs focus on activities to support children's social and emotional development, and to strengthen pre-reading and mathematics competencies. Fewer programs explicitly focus on fostering children's executive function and reasoning skills—even though research in the cognitive sciences demonstrates these skills also provide a foundation for school-readiness.

Project Activities: During Phase I (completed in 2014), the team developed six prototype games and a teacher portal to track student progress. At the end of Phase I, results from a pilot study with 55 kindergarten students and 5 teachers demonstrated that the games operated as intended. Results indicated that students were engaged based on duration of game play, and that teachers were able to review game data for each child. In Phase II, the team will develop 15 more games and will further refine and enhance the functionality of the teacher portal. After development is complete, a pilot study will assess the feasibility and usability, fidelity of implementation, and the promise of the games for promoting students' executive functioning and reasoning. The researchers will collect data from 200 students in 10 preschool classrooms over 2 months. Half of the students in each class will be randomly assigned to use Kiko's Thinking Time while the other half will play an art-focused gaming app. Analyses will compare pre-and-post scores on measures of student's executive functioning and reasoning.

Product: Kiko's Thinking Time will be an app with 25 games, each based on tasks shown to have cognitive benefits in lab research. Each game will be designed to isolate and train skills related to executive functioning, such as: working memory, reasoning, inhibition, selective attention, cognitive flexibility, and spatial skills. Game play will be self-guided and adaptive, as the software will adjust in difficulty based on student responses. The app will work on tablets, smartphones, as well desktops. In addition, a companion website will allow teachers to track student performance and to obtain educational material around executive function and cognitive development.
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TEAM MEMBERS: Grace Wardhana
resource project Media and Technology
With this Phase I funding, the project team will develop and test a prototype of the Toddler App and Cane which is intended to improve functional and adaptive school readiness skills for toddlers with visual impairments. The prototype will include a wearable hardware-based cane that wraps around a child's waist and provides tactile and audio cues to facilitate walking, a curriculum with game activities and walking routes, and an app that provides updates to special education practitioners and parents on their children's progress. In a pilot study with 10 toddlers with visual impairments, and their teachers and parents, the researchers will examine whether the prototype functions as planned, whether toddlers are engaged while using the prototype, and if teachers and parents believe the fully developed intervention will lead to increases in independence and school readiness.
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TEAM MEMBERS: Elga Joffee
resource research Public Programs
The Common Core's higher academic standards are forcing schools into a false dichotomy of reducing playtime in favor of more time to learn math and literacy. But play can deepen learning even in core content areas.
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TEAM MEMBERS: Karen Wohlwend Kylie Peppler
resource project Public Programs
Science researchers and practitioners are often challenged by how best to assess the effectiveness of science activities on young children whose language skills are still emerging. Yet, research has demonstrated the critical importance of early learning on individual potential. Building on evidence that movement is tightly intertwined with thinking, this project will investigate how thought and movement link as embodied learning to accelerate science understanding. Research will be conducted in the United States (US) and the United Kingdom (UK) with the aim to gather evidence for embodied interactions during science learning and articulate design principles about how museum exhibits can most effectively encourage cognitive and physical engagement with science. Such guidelines are largely absent in the field of informal STEM learning, and so this project seeks transformational change in how learning is understood and recognizes that changes in knowledge can be developed and revealed through body-based movements as well as verbally. Such a view is critically important given that many early learners communicate understanding through nonverbal channels before verbal. Research will be conducted with a diverse population of children and will explore the application of embodied learning to communities that are underrepresented in STEM. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments and to broaden access to and engagement in STEM learning experiences. During a 3-year period, researcher-practitioner teams across six museum sites will collaboratively investigate the links between movement and learning outcomes at selected science exhibits designed for young learners. Research activities will involve iteration and refinement of new instruments and protocols, through analysis of observed and automated capture of interaction data, and synthesis and interpretation of data. A design-based research methodology will be applied to address three key questions: 1) What elements of sensory and action experiences are key to informing the design of exhibits that aim to exploit embodied interactions for learning; 2) What is the role of bodily enactment /gestures in assessing children's understanding of science concepts; and 3) What cultural differences in kinds of embodied engagement emerge across diverse museum settings? Video and audio data of 400 children's exhibit interactions will be collected. Pre/post semi-structured interviews will be conducted with a subset of these participants and will focus on children's understanding of relevant science concepts as well as personal reflections on their physical and emotional experience engaging with the exhibit. This project would raise awareness of embodied approaches to learning as well as build stronger collaborations between informal STEM educators and cognitive researchers. Utilization of informal and formal dissemination networks will support wide diffusion of project outcomes. This is critically important given strong evidence pointing to the impact of preschool education in underserved populations, and ongoing national efforts by the US and UK to improve the quality of STEM learning in preschool contexts.

Project partners supported by NSF funding include The Phillip and Patricia Frost Museum of Science, University of Illinois Urbana Champaign, The Children's Museum of Indianapolis, andSciencenter (Ithaca).

Partners supported by the Wellcome Trust include University of Edinburgh, University College London, Glasgow Science Centre, Science Museum London, and Learning through Landscapes.
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TEAM MEMBERS: Judy Brown H Chad Lane Susan Foutz Andrew Manches Sharon Macnab sara price University of Illinois, Urbana-Champaign The Children's Museum of Indianapolis Cheryl Juarez
resource evaluation Public Programs
National Air and Space Museum, Washington DC Summative Evaluation for Educational Program, 2016 The National Air and Space Museum (NASM) contracted Randi Korn & Associates, Inc. (RK&A) to conduct a summative evaluation of Science in Pre-K, an onsite and online teacher professional development program that NASM developed for the District of Columbia Public Charter Schools’ (DCPS). The program supports preschool teachers in teaching science through exploration and problem solving. This evaluation is a continuation of a planning and evaluation project initiated in 2013. In 2013, RK&A
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TEAM MEMBERS: Stephanie Downey Emily Skidmore
resource evaluation Media and Technology
PEEP and the Big Wide World/El Mundo Divertido de PEEP is a bilingual, NSF- funded public media project that uses animation, live-action videos, games, mobile apps, hands-on science activities to motivate preschool-age children to investigate the world around them. Online, PEEP extends children’s science and math learning with a mobile-friendly website that offers games, videos, and hands-on activities, as well as a collection of 15 apps. PEEP is also reaching children in preschool classrooms and family/home childcare settings via the PEEP Science Curriculum, which provides resources for a
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TEAM MEMBERS: Christine Paulsen Ashley Pereira Lisa Burke
resource research Informal/Formal Connections
Tomorrow’s inventors and scientists are today’s curious young children—as long as those children are given ample chances to explore and are guided by adults equipped to support them. STEM Starts Early is the culmination of a deep inquiry supported by the National Science Foundation that aims to better understand the challenges to and opportunities in STEM learning as documented in a review of early childhood education research, policy, and practice and encourages collaboration between pivotal sectors to implement and sustain needed changes. The report features research by the FrameWorks
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TEAM MEMBERS: Elisabeth McClure Lisa Guernsey Douglas Clements Susan Nall Bales Jennifer Nichols Nat Kendall-Taylor Michael Levine
resource project Informal/Formal Connections
Early childhood education is at the forefront of the minds of parents, teachers, policymakers as well as the general public. A strong early childhood foundation is critical for lifelong learning. The National Science Foundation has made a number of early childhood grants in science, technology, engineering and mathematics (STEM) over the years and the knowledge generated from this work has benefitted researchers. Early childhood teachers and administrators, however, have little awareness of this knowledge since there is little research that is translated and disseminated into practice, according to the National Research Council. In addition, policies for both STEM and early childhood education has shifted in the last decade.

The Joan Ganz Cooney Center and the New America Foundation are working together to highlight early childhood STEM education initiatives. Specifically, the PIs will convene stakeholders in STEM and early childhood education to discuss better integration of STEM in the early grades. PIs will begin with a phase of background research to surface critical issues in teaching and learning in early childhood education and STEM. The papers will be used as anchor topics to organize a forum with a broad range of stakeholders including policymakers as well as early childhood researchers and practitioners. A number of reports will be produced including commissioned papers, vision papers, and a forum synthesis report. The synthesis report will be widely disseminated by the Joan Ganz Cooney Center and the New America Foundation.

The Discovery Research K-12 program (DRK-12) seeks to significantly enhance the learning and teaching of science, technology, engineering and mathematics (STEM) by preK-12 students and teachers, through research and development of innovative resources, models and tools (RMTs). Projects in the DRK-12 program build on fundamental research in STEM education and prior research and development efforts that provide theoretical and empirical justification for proposed project.
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TEAM MEMBERS: Michael Levine Lori Takeuchi Elisabeth McClure
resource project Public Programs
The Bay Area Regional Collaboration to Expand and Strengthen STEM (RECESS) is a regional, unified STEM continuum effort from preschool through graduate school and career. RECESS is based on successful collective impact efforts in other fields and employs a participatory action research (PAR) approach to broaden participation in STEM. In the PAR framework, youth and their families will help to define the issues and develop expertise about community needs through a shared research process.

RECESS introduces participatory action research as an innovative element to the collective impact social agency framework. The intent is to determine the extent to which the engagement and involvement of the students and communities targeted can effectively shape the function of the collective impact network of organizations.

During the two year planning phase, RECESS (a) conducts a comprehensive needs assessment and gap analysis; (b) establishes a functioning organization of stakeholders with a common agenda and governance model; and (c) develops a detailed action plan. It is a significant contribution to the body of knowledge on effective and innovative collective impact structures designed to promote STEM education and participation.
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TEAM MEMBERS: Renee Navarro Bertram Lubin
resource project Public Programs
The Colleges of Science & Engineering and Graduate Education, and the Metro Academies College Success Program (Metro) at San Francisco State University in partnership with San Francisco Unified School District and the San Francisco Chamber of Commerce develop an integrated approach for computing education that overcomes obstacles hampering broader participation in the U.S. science, technology, engineering and mathematics (STEM) workforce. The partnership fosters a more diverse and computing-proficient STEM workforce by establishing an inclusive education approach in computer science (CS), information technology, and computer engineering that keeps students at all levels engaged and successful in computing and graduates them STEM career-ready.

Utilizing the collective impact framework maximizes the efficacy of existing regional organizations to broaden participation of groups under-educated in computing. The collective impact model establishes a rich context for organizational engagement in inclusive teaching and learning of CS. The combination of the collective impact model of social agency and direct engagements with communities yields unique insights into the views and experiences of the target population of students and serves as a platform for national scalable networks.
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TEAM MEMBERS: Keith Bowman Ilmi Yoon Larry Horvath Eric Hsu James Ryan