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resource research Informal/Formal Connections
Lobato, Rhodehamel, and Hohensee investigated how learners “transferred” knowledge from one situation to another. They found that both individual cognition and the social organization of the class drove the learners’ process of selecting, interpreting, and working with particular features of mathematical information. They also found the social arrangements of the class influenced what pieces of information students noticed and focused on.
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TEAM MEMBERS: Suzanne Perin
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Using a combination of Peg + Cat, an animated math-based PBS television series for preschoolers; professional development (PD); family engagement resources; and the existing infrastructure of a regional Head Start system, this project aims to increase participating educators’ and families’ comfort and engagement with mathematics.
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TEAM MEMBERS: Mallary Swartz Hedda Sharapan Chris Rodgick Cynthia Tananis Nancy Bunt Camellia Sanford-Dolly
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. This project develops and researches the integration of Peg + Cat (an animated, math-based PBS television series for preschoolers), accompanying digital media, and early childhood educator professional development (PD). PD is designed to enhance educators’ abilities to support preschoolers’ social-emotional learning in the context of math activities, and in turn, their interest and engagement in math. The project also includes recommendations for engaging
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resource research Exhibitions
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. REVEAL is using a two-phase research design, including a phase 1 design-based research study followed by a phase 2 experimental study, to investigate and measure the impact of staff facilitation on family mathematical discourse at exhibits and identify factors that influence the outcomes of these interactions. The project has an emphasis on culturally responsive research and education approaches.
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resource research Public Programs
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. After-School Math Plus (ASM+) combines inquiry-based, hands-on activities connected to students’ interests outside of school; standards-aligned skill development; strong focus on reaching groups underrepresented in math; role models and career exploration; and family involvement.
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TEAM MEMBERS: Andrea Beesley
resource research Professional Development, Conferences, and Networks
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. The primary activity of Math in the Making will be an invitational workshop on April 30 and May 1, 2016 of researchers and practitioners in out-of-school mathematics and making at the New York Hall of Science.
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TEAM MEMBERS: Andee Rubin
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Peep is an animated preschool science and math series on public television; a fully bilingual website (in Spanish and English) containing 120 animated stories and live-action video segments, online games, activities for families, a curriculum for preschool educators, and mobile apps for kids; and the first national media project to feature an exploration-based pre-K science and math curriculum.
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TEAM MEMBERS: Marisa Wolsky
resource research Media and Technology
Formal readings and lectures are effective at delivering explanations, but the information they impart can be so densely packed and de-contextualized that students may not make full sense of the content. Arena and Schwartz found that video games have the potential to unlock the expository content delivered by lectures, textbooks, and diagrams.
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TEAM MEMBERS: Nicole Bulalacao
resource research Public Programs
Researchers examined whether engineering activities and lessons can help students apply science and math content in real-world contexts and gain insights into the professional activities and goals of engineers.
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TEAM MEMBERS: Anita Krishnamurthi
resource research Media and Technology
The authors of this study investigated the educational potential of a digital math game called Zombie Division in an elementary classroom. Habgood & Ainsworth were interested in the effect of what they called “intrinsic integration” –linking the video game’s core mechanics of play to the educational content. The idea is linked to the field of research called intrinsic motivation, in which the only reward is pleasure in the activity itself. The researchers argue that, while a game like MathBlaster is fun, it does not embody the mathematics lesson as an intrinsic part of game play.
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TEAM MEMBERS: Suzanne Perin
resource evaluation Media and Technology
The animated series PEEP and the Big Wide World (PEEP), developed by WGBH Boston, is designed to teach science and math to children aged three to five years old. WGBH recently completed a total redesign of the PEEP website that was intended make the site more accessible to Spanish-speakers, more supportive of extended informal science and math exploration, and more functional for users of tablets and mobile devices. This work included: • The transformation of PEEP into a fully dual language website via the translation of all games and website text into Spanish and the debut of a new Spanish
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TEAM MEMBERS: Christine Paulsen
resource research Exhibitions
Many museum professionals believe that immersive exhibits—those that surround visitors—provide more attractive, engaging and effective learning experiences than tabletop exhibits. We investigated this claim by comparing visitors’ experiences of the two exhibit types, using pairs of exhibits that differed in scale (immersive vs. tabletop), but shared the same content and similar visitor activity. We randomly selected, videotaped, interviewed, and sent follow-up surveys to sixty families who experienced immersive exhibits and sixty families who experienced tabletop exhibits. We found that each
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