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resource project Professional Development, Conferences, and Networks
The purpose of this proposal is to convene scholars at a two-day conference to closely examine validity-related measurement issues, create a guidelines for the field of mathematics education research that addresses key ideas (e.g., validity, validity arguments, evidence for validity and measurement at-scale), and set a clear pathway for scholars to discuss quantitative measurement within mathematics education. Invitees will include a mix of young, older and diverse scholars in mathematics education research. Products include refereed journal articles along with a website.

The workshop will engage the Mathematics Education, Policy, Statistical, Psychometrics and other education research communities in examining and critiquing measurement validity evidence of mathematics education research with the long-term goal of increasing the quality of quantitative inference in mathematics education research (to include improvements in the training of doctoral students).
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TEAM MEMBERS: Jonathan Bostic Michele Carney
resource research Media and Technology
This is the fifth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Kyrie Caldwell Sean Seyler Amanda Ochsner Constance Steinkuehler
resource research Media and Technology
This is the fourth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Amanda Ochsner Jeremy Dietmeier Caroline Williams Constance Steinkuehler
resource research Media and Technology
This is the third volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Caroline Williams Amanda Ochsner Jeremy Dietmeier Constance Steinkuehler
resource research Media and Technology
This year we are pleased to be publishing the second volume of the annual proceedings for the Games+Learning+Society (GLS) Conference. For eight years now, GLS has been a valued event for individuals working in academia, industry, and as practitioners in schools to come together around their shared interest and passion for videogames and learning. This conference is one of the few destinations where the people who create high-quality digital learning media can gather to discuss and shape what is happening in the field and how the field can serve the public interest. GLS offers an opportunity
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TEAM MEMBERS: Crystle Martin Amanda Ochsner Kurt Squire
resource research Media and Technology
This is the first volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Constance Steinkuehler Crystle Martin Amanda Ochsner
resource research Professional Development, Conferences, and Networks
RedPOP celebrates its 25th anniversary and the congress was a great occasion to commemorate it. More than 400 attendees from 23 countries around the world had the opportunity to talk about the relationship between art, science, education, public policy on science appropriation, science journalism, and new ways to reach the public audience. At the same time a Science Theater Festival was held. The Congress in numbers: 5 Magisterial Conferences, 245 simultaneous presentations, 8 Working Groups, 9 simultaneous Workshops, 22 poster and 6 theater plays. 10 countries from Latin America
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TEAM MEMBERS: Martha Cambre
resource research Professional Development, Conferences, and Networks
The drive for impact from research projects presents a dilemma for science communication researchers and practitioners — should public engagement be regarded only as a mechanism for providing evidence of the impact of research or as itself a form of impact? This editorial describes the curation of five commentaries resulting from the recent international conference ‘Science in Public: Research, Practice, Impact’. The commentaries reveal the issues science communicators may face in implementing public engagement with science that has an impact; from planning and co-producing projects with
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TEAM MEMBERS: Laura Fogg-Rogers Margarida Sardo Ann Grand
resource evaluation Media and Technology
While some public works are monumental civil engineering structures like the Eiffel Tower or the Sydney Harbour Bridge, most are commonplace, even invisible, and they are taken for granted. The reason for existence of public works is to provide basic services, but both large and small infrastructure facilities also present opportunities to engage the public in understanding fundamental concepts of Science, Technology, Engineering, and Mathematics (STEM). We review here lessons learned in the National Science Foundation-funded Golden Gate Bridge Outdoor Exhibition project. Using the title of
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TEAM MEMBERS: Michelle Phillips David Heil Robert Reitherman
resource research Media and Technology
This presentation from the 2010 Informal Science Education Summit traces the history of NSF investments in informal STEM learning.
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TEAM MEMBERS: David Ucko
resource research Public Programs
Research on mathematical reasoning and learning has long been a central part of the classroom and formal education literature (e.g., National Research Council, 2001, 2005). However, much less attention has been paid to how children and adults engage with and learn about math outside of school, including everyday settings and designed informal learning environments, such as interactive math exhibits in science centers. With the growing recognition of the importance of informal STEM education (National Research Council, 2009, 2015), researchers, educators, and policymakers are paying more
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resource research Public Programs
Making, tinkering, and other informal design and engineering experiences offer rich opportunities to engage children and adults in mathematics and build mathematical skills, knowledge, and interests. But how can educators successfully integrate mathematics into these experiences? One approach to answering this question is to better understand how children and adults engage with and think about mathematics outside of school, in every day and informal learning environments. As part of the NSF-funded Math in the Making project, Pattison, Rubin, and Wright (2016) synthesized the research on
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