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resource research Media and Technology
There was a time when “science comic” meant a straightforward collection of pictures with a lot of captions and a few word balloons. The main character would recite a series of facts and definitions, and any attempt at plot or character development would be interrupted by a lecture. The comics featured more diagrams than action scenes, with clunky and expository dialogue. Rather than comics making science enjoyable, science made comics boring. Not anymore. The new generation of science graphic novels is designed as much to entertain as to educate. “The students love to read the books on
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TEAM MEMBERS: Brigid Alverson
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.
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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.
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TEAM MEMBERS: Gary Goldberger
resource project Media and Technology
In prior research and development, the project team developed a StoryWorld, a computer-based intervention for English Learners (ELs) that presents children oral and written narratives in English while also providing the information in their first language. With this Phase I funding, the team will develop and test a prototype of a web-based dashboard that provides EL teachers real-time reports on children's progress in areas including for vocabulary, comprehension, fluency, and proficiency. At the end of Phase I, in a pilot study in three first grade classrooms, the researchers will examine whether the prototype functions as planned, is easy to use, and provides information teachers can understand and use to inform their language and literacy instruction?
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TEAM MEMBERS: Cynthia Harrison Barbera
resource research Public Programs
The U.S. Education system is becoming more and more diverse and educators must adapt to continue to be effective. Educators must embrace the diversity of language, color, and history that comprises the typical classroom; this means becoming culturally competent. In doing so, comes with it the prospect of using culture to enhance the learning experience for students and the educator. Although the process of becoming culturally competent can be outlined, the realization of a culturally competent educator depends on changing one’s own perceptions and beliefs. The need for cultural competency and
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TEAM MEMBERS: Alicia Santiago
resource research Media and Technology
Ideas from social justice can help us understand how equity issues are woven through out-of-school science learning practices. In this paper, I outline how social justice theories, in combination with the concepts of infrastructure access, literacies and community acceptance, can be used to think about equity in out-of-school science learning. I apply these ideas to out-of-school science learning via television, science clubs and maker spaces, looking at research as well as illustrative examples to see how equity challenges are being addressed in practice. I argue that out-of-school science
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TEAM MEMBERS: emily dawson
resource research Public Programs
Students in the U.S. educational system are increasingly diverse, and this diversity is reflected in science, technology, engineering, and mathematics (STEM) fields. Diversity in education encompasses students from many races, genders, and socioeconomic backgrounds; students who speak a variety of languages; and students from many cultures. For instance, ethnic diversity increased by 5% across primary and secondary public schools from 2000 to 2007 (Aud, Fox, & KewalRamani, 2010). Diversity is also evident in the socioeconomic make-up of students, with almost half of 4th graders in public
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TEAM MEMBERS: Enrica Ruggs Michelle Hebl
resource research Public Programs
Learn how to create opportunities for young people from low-income, ethnically diverse communities to learn about growing food, doing science, and how science can help them contribute to their community in positive ways. The authors developed a program that integrates hydroponics (a method of growing plants indoors without soil) into both in-school and out-of-school educational settings.
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TEAM MEMBERS: Amie Patchen Andrea Aeschlimann Anne Vera-Cruz Anushree Kamath Deborah Jose Jackie DeLisi Michael Barnett Paul Madden Rajeev Rupani
resource research Public Programs
We asked science centers and museums to share their best pieces of advice and most important lessons learned regarding the following: 1) selecting topics and activities for out-of-school time programs, 2) partnering with afterschool providers and other community partners, 3) meeting the needs of underserved communities in out-of-school time programs, and 4) running successful camps or programs during school vacations.
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TEAM MEMBERS: Emily Schuster
resource research Public Programs
At the entryway to Chicago Children’s Museum (CCM), a vibrant collection of nearly 400 self-portraits greets visitors, proclaiming, “We are Chicago Children’s Museum.” The faces of children, teachers, community leaders, parents, and caregivers from a variety of backgrounds are intermingled with mirrors so that all visitors are reflected in the museum’s community. This collection is much more than a “monument” to diversity and inclusion. Each portrait was created by an individual as an expression of his or her personal story. The collection reflects CCM’s approach to community engagement
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TEAM MEMBERS: Natalie Bortoli
resource research Public Programs
The development of character is a valued objective for many kinds of educational programs that take place both in and outside of school. Educators and administrators who develop and run programs that seek to develop character recognize that the established approaches for doing so have much in common, and they are eager to learn about promising practices used in other settings, evidence of effectiveness, and ways to measure the effectiveness of their own approaches. In July 2016, the National Academies of Sciences, Engineering, and Medicine held a workshop to review research and practice
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TEAM MEMBERS:
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