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resource project Media and Technology
This project team will develop and test a prototype of Planet 3, a multi-media online platform to apply real world problems (e.g., pollution, overpopulation) to middle school earth and life science learning. The prototype will include videos, simulations, and games to allow opportunities for students to explore problem sets, collect and analyze data, and draw conclusions. At the end of Phase I in a pilot study with two classrooms, the researchers will examine whether the prototype functions as planned, where teachers can implement the prototype within classroom practice, and if students are engaged while examining real-world problems.
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TEAM MEMBERS: Albert Lin
resource project Media and Technology
In prior research and development, the project team and partners developed Cyberchase, a multimedia story-based series for students to practice and learn math. Researchers will develop and test a prototype of a mobile app-based fractions game to be integrated within the multimedia series. The prototype will adjust to students of different skill levels, and will present fractions in different representations (pictures, numbers, and words) to support different modes of learning. In the Phase I pilot, researchers will work with two grade 3 classrooms, and will examine whether the prototype functions as planned, if teachers are able to integrate the game into classroom practice, and whether the prototype shows promise for improving student learning of fractions.
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TEAM MEMBERS: Gary Goldberger
resource project Media and Technology
Purpose: This project team will fully develop and test SuperChemVR, a virtual environment integrated within a Virtual Reality (VR) headset for an immersive exploration of a chemistry lab. While chemistry labs offer the benefits of hands-on experimentation to help students learn abstract concepts, they are costly to maintain, supervise, and pose safety risks. Virtual chemistry labs for computers and tablets allow students to explore chemistry safely with unlimited resources, and provide immediate feedback and automated assessments, but these "point-and click" experiences are not immersive or hands-on. Immersive VR allows users to fully experience an interactive, 3-Dimensional 360-degree environment.

Project Activities: During Phase I, (completed in 2016), the team developed a prototype of SuperChemVR, including a virtual chemistry lab environment within which students immerse themselves while wearing a VR headset. At the end of Phase I, researchers completed a pilot study with 54 students and three teachers. Results demonstrated that the hardware and software prototype operated as intended, teachers were able to integrate it within the classroom environment, and students were engaged while using the prototype. In Phase II, the team will add content modules and a gameplay narrative to the platform, build the automated feedback mechanism, strengthen the back-end management system, and build out the teacher reporting dashboard. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the SuperChemVR for improving student learning in chemistry. The study will include 10 high school chemistry classrooms, half randomly assigned to use SuperChemVR and half to follow business-as-usual procedures. Researchers will compare pre-and-post scores of student's chemistry learning.

Product: SuperChemVR is a room-scale VR lab and learning game for high school chemistry students. While wearing a VR headset, students will be immersed in a simulated chemistry 3D-environment where they will be challenged to acquire basic lab and safety skills. Through actual, accurate measurement and experimentation, students will improve their understanding of chemistry practices as they learn using science to solve problems. VR will enhance students' chemistry experience by providing instant cleanup, access to infinite resources, and observations at exponentially larger and smaller scales while simulating accurate physical actions in a safe environment. In the game component of the intervention, students will participate in an outer-space adventure that takes place on a derelict spaceship requiring players to use chemistry to survive until they can be rescued. SuperChem VR will be used in the classroom by teachers as a demonstration tool, will provide implementation supports, and will provide teachers with reports on student performance.
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TEAM MEMBERS: Jesse Schell
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 projects, including a 2015 ED/IES SBIR award, the team developed two immersive multiplayer virtual game environments. In Eco and Colony, middle school students collaboratively apply scientific practices within the virtual worlds to address challenges, such as the availability of resources and energy and maintaining clean water. With this Phase I funding, the team is developing a prototype of a teacher dashboard designed to improve classroom implementation of the virtual environments. The prototype will automatically generate reports on individual student contributions to the progress of the classroom-wide game, and track progress in mastering curricular learning goals. In the Phase I pilot research for three middle school social studies classrooms, the project team will examine whether the dashboard functions as planned, if teachers are able to use the dashboard to feasibly integrate the game within the classroom environment, and if teachers are able to use reports to track student progress.
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TEAM MEMBERS: John Krajewski
resource project Media and Technology
In prior research and development (in part supported by a 2014 ED/IES SBIR award), the project team developed Mission U.S., a series of web- and app-based games for topics in U.S. history. With this Phase I funding, the team will extend Mission U.S. by developing and testing a prototype of a virtual reality (VR) platform to immerse students in transformational moments in U.S history and to guide document-based investigations. The prototype of Mission U.S.: Time Snap will consist of VR goggles that present history content, and a website to host mission briefs to prepare student inquiry, worksheets to facilitate reflection, and an embedded assessment. At the end of Phase I in a pilot study with 30 students in one classroom, the researchers will examine whether the VR platform and the website function as planned, if students are engaged with the system, and whether student content knowledge of a historical event improves from pre- to post-test.
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TEAM MEMBERS: Leah Potter
resource research Media and Technology
Research in the field of science communication started emerging about 50 years ago and has since then matured as a field of academic enquiry. Early findings about research-active authors and countries reveal that scholarly activity in the field has traditionally been dominated by male authors from English-speaking countries in the West. The current study is a systematic, bibliographic analysis of a full sample of research papers that were published in the three most prominent journals in the field from 1979 to 2016. The findings reveal that early inequities remain prevalent, but also that
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TEAM MEMBERS: Lars Guenther Marina Joubert
resource research Media and Technology
There is a gap between the discipline of economics and the public it is supposedly about and for. This gap is reminiscent of the divide that led to movements for the public understanding of and public engagement with the natural sciences. It is a gap in knowledge, trust, and opinions, but most of all it is a gap in engagement. In this paper we ask: What do we need to think about — and what do we need to do — in order to bring economics and its public into closer dialogue? At stake is engaged, critical democracy. We turn to the fields of public understanding of science and science studies for
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TEAM MEMBERS: Fabien Medvecky Vicki Macknight
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 Informal/Formal Connections
Science educators in the United States are adapting to a new vision of how students learn science. Children are natural explorers and their observations and intuitions about the world around them are the foundation for science learning. Unfortunately, the way science has been taught in the United States has not always taken advantage of those attributes. Some students who successfully complete their K–12 science classes have not really had the chance to “do” science for themselves in ways that harness their natural curiosity and understanding of the world around them. The introduction of
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TEAM MEMBERS: National Academies of Sciences, Engineering, and Medicine