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resource research Public Programs
Engaging with Tinkering is a highly stimulating and complex experience and invites rich reflections from museum practitioners and teachers. "Tinkering as an inclusive approach for building STEM identity and supporting students facing disadvantage or with low science capital” presents the reflective practice process and tools designed by the "Tinkering EU: Building Science Capital for All" project aiming to understand in more depth the potential impact of using a Tinkering approach with students facing disadvantage. Using tools specifically designed to help teachers observe their students
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TEAM MEMBERS: Emily Harris Mark Winterbottom MARIA XANTHOUDAKI
resource research Public Programs
Playscapes are intentionally designed nature-focused play environments for young children where children learn through exploration, discovery, play and adult supported provocations. The primary objective of this ongoing research-in-service to practice project is to engage in a collaborative mixed methods study to investigate aspects of science, technology, engineering, and math (STEM) learning with regard to playscape design, teacher efficacy, children’s learning, and dosage effects. It builds upon a previous NSF Pathways study. The goal of this poster is to showcase the usable research and
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TEAM MEMBERS: Victoria Carr Rhonda Brown Heidi Kloos Leslie Kochanowski Sue Schlembach Catherine Maltbie
resource research Public Programs
Providing an original framework for the study of makerspaces in a literacy context, this book bridges the scholarship of literacy studies and STEM and offers a window into the practices that makers learn and interact with. Tucker-Raymond and Gravel define and illustrate five key STEM literacies—identifying, organizing, and integrating information; creating and traversing representations; communicating with others for help and feedback during making; documenting processes; and communicating finished products—and demonstrate how these literacies intersect with making communities.
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resource research Public Programs
This dissertation study investigates late-elementary and early-middle school field trips to a mathematics exhibition called Math Moves!. Developed by and currently installed at four science museums across the United States, Math Moves! is a suite of interactive technologies designed to engage visitors in open-ended explorations of ratio and proportion. Math Moves! exhibits emphasize embodied interaction and movement, through kinesthetic, multi-sensory, multi-party, and whole-body immersive experiences. Many science museums and other informal-learning institutions offer exhibits and public
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TEAM MEMBERS: Molly Louise Kelton
resource project Public Programs
The goal of the project is to advance understanding of basic questions about learning and teaching through the development of a theory of embodied mathematical cognition that can apply to a broad range of people, settings and activities. The investigative team brings together expertise from a range of quantitative and qualitative research methodologies. A theory of embodied mathematical cognition empirically rooted in classroom learning and workplace practices will broaden the range of activities and emerging technologies that count as mathematical, and help educators to envision alternative forms of bodily engagement with mathematical problems.
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TEAM MEMBERS: Ricardo Nemirovsky Rogers Hall Martha Alibali Mitchell Nathan Kevin Leander
resource research Media and Technology
This webinar was presented by the NSF Education and Human Research (EHR) Department to describe a current funding opportunity, the EHR Core Research (ECR) program.
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TEAM MEMBERS: Earnestine Easter Gregg Solomon Jolene Jesse
resource research Media and Technology
This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distance Learning (ODL). Whereas traditional learning is based on knowledge memorization and the completion of
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TEAM MEMBERS: Jose Bidarra Meagan Rothschild Kurt Squire
resource research Media and Technology
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use
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TEAM MEMBERS: Jose Bidarra Megan Rothschild Kurt Squire Mauro Figueiredo
resource research Public Programs
Background. STEM identity has emerged as an important research topic and a predictor of how youth engage with STEM inside and outside of school. Although there is a growing body of literature in this area, less work has been done specific to engineering, especially in out-of-school learning contexts. Methods. To address this need, we conducted a qualitative investigation of five adolescent youth participating in a four-month afterschool engineering program. The study focused on how participants negotiated engineering-related identities through ongoing interactions with activities, peers
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resource research Public Programs
Informal STEM field trip programming is a large, yet under-researched area of the education landscape. Informal STEM education providers are often serving a more privileged section of society, leading to a risk of perpetuating inequalities seen throughout the education landscape. In an attempt to address the lack of research, this thesis explores the relationship between educational equity and informal STEM field trips. The intention was to collect data using a critical ethnography approach to the methods of qualitative questionnaire and interviews of informal STEM educators. A change in
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TEAM MEMBERS: Sal Alper
resource evaluation Professional Development, Conferences, and Networks
For the SciGirls Strategies supplemental activity, ten educators were trained to be SciGirls Strategies trainers during June 2019. During that time, they developed action plans for their local teacher training. The goal was for each Trainer to train ten or more teachers in their local schools/districts. Trainers could plan and schedule their workshops to fit their local context in order to accomplish the objectives of building teacher’s confidence and skills in using gender equitable and culturally responsive teaching strategies. After the training workshop, the trainers met once a month
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TEAM MEMBERS: Hilarie Davis
resource evaluation Professional Development, Conferences, and Networks
For the SciGirls Strategies project supplement, ten educators were trained to be SciGirls Strategies Trainers through a four-day in person workshop in June 2019. During the workshop, educators learned about the Gender Equitable Teaching and Advising Strategies (GETAS) course content, the research-based SciGirls Strategies framework and instructional strategies and began to develop plans for their localized professional development for STEM and CTE educators. The goal of the Train-the-Trainer program was for each Trainer to train 10 teachers in their school and/or school district. Trainers
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TEAM MEMBERS: Hilarie Davis