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resource research Public Programs
This conference presentation explores the gap between formal education and informal education, with special attention to science center pedagogy.
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TEAM MEMBERS: Hannu Salmi
resource research Media and Technology
The aim of the study was to analyse learning using Augmented Reality (AR) technology and the motivational and cognitive aspects related to it in an informal learning context. The 146 participants were 11- to 13-year-old Finnish pupils visiting a science centre exhibition. The data, which consisted of both cognitive tasks and self-report questionnaires, were collected using a pre- post-test design and were analysed by SEM path-analysis. The results showed that AR-technology experience was beneficial for all, but especially for the lowest-achieving group and for the girls. In general, pre
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TEAM MEMBERS: Hannu Salmi Helena Thuneberg Mari-Pauliina Vainikainen
resource research Public Programs
The starting point of the Evaluating Evaluation project was our impression that despite the substantial resources that are spent on the summative evaluation of museums and galleries the research has little impact and largely remains ineffectual. With support from the Wellcome Trust and the Heritage Lottery Fund, we set out to see why this seems to be the case and to explore whether there are ways in which the impact of summative evaluations on knowledge and practice might be enhanced. To this end, we reviewed a substantial number of reports, undertook a range of interviews and held two
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TEAM MEMBERS: Maurice Davies Christian Heath
resource evaluation Media and Technology
This final evaluation report shares findings from the summative evaluation study of the Connected Science Learning: Linking In-School and Out-of-School STEM Learning (CSL) journal as well as themes that emerged across the broader three-year evaluation study. The ongoing study was conducted by researchers at the Center for Research on Lifelong STEM Learning at Oregon State University in collaboration with the National Science Teachers Association (NSTA) and the Association of Science-Technology Centers (ASTC). The CSL journal was the result of an Early-concept Grant for Exploratory Research
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TEAM MEMBERS: Kelly Riedinger
resource evaluation Media and Technology
The National Science Teachers Association (NSTA) and the Association for Science-­Technology Centers (ASTC), with support from the National Science Foundation (NSF), has launched an initiative to develop and distribute two pilot issues of a new resource for STEM education practitioners in both formal and informal (out-­of-­school) settings. An aim of the new resource is to better connect practitioners across education settings and the research and knowledge base about STEM learning. David Heil & Associates, Inc. (DHA) is serving in a co-­PI role on the grant to provide NSTA and ASTC with
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TEAM MEMBERS: Kelly Riedinger
resource evaluation Media and Technology
This report details the formative evaluation study conducted through collaboration with the National Science Teachers Association (NSTA) and the Association of Science-Technology Centers (ASTC) to inform the iterative development and piloting of the Connected Science Learning: Connecting In-School and Out-of-School STEM Learning journal. The journal was the result of an Early Concept Grant for Exploratory Research (EAGER) project funded by the National Science Foundation (NSF) to develop, disseminate and evaluate a new resource for connecting STEM education practitioners across settings and to
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TEAM MEMBERS: Kelly Riedinger
resource research Professional Development, Conferences, and Networks
The CADRE Early Career Guide offers advice from experienced DR K-12 awardees on becoming a successful researcher in the field of STEM education. The guide also profiles a support program, the CADRE Fellows, for doctoral students in STEM education research.
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TEAM MEMBERS: Jennifer Stiles Catherine McCulloch Community for Advancing Discovery Research in Education (CADRE)
resource project Media and Technology
Purpose: The United States (U.S.) has traditionally produced the world’s top research scientists and engineers, leading to breakthrough advances in science and technology. Despite the importance of STEM careers, many U.S. students are not graduating with strong STEM knowledge, skills or interests, and the percentage of students prepared for or pursuing STEM degrees or careers is declining. Research shows that the decreased interest in STEM typically begins in the middle school years, pose significant academic and social challenges for students. This project will develop a web-based game teach 6th to 8th students key scientific inquiry skills, along with the academic mindsets and learning strategies to facilitate engagement and effective science learning.

Project Activities: The researchers will create a prototype by mapping key Next Generation Science Standards and learning goals with concepts and content, and producing a game design document. Following completion of the prototype, the researchers will finalize the server architecture, create the core code systems, concept art, and develop a prototype in order to simulate the final user experience. Iterative refinements will be conducted as needed at major production milestones until the game is fully functional. Once development is complete, the research team will assess the usability and feasibility, fidelity of implementation, and the promise of the game to improve outcomes in a pilot study. In this study, 200 students in 10 classes will participate, with 5 of the classrooms randomly assigned to use the game and 5 who will proceed as normal. All students will complete pre- and post- program surveys assessing their academic mindsets, learning strategies, and science skills.

Product: This project will develop SciSkillQuest, a web-based multiplayer game intended to teach middle school students scientific inquiry skills and to foster academic growth mindsets in science. Students will pursue quests, employing inquiry skills to navigate and succeed in the game, including Questioning, Modeling, Investigating, Analyzing, Computing, Explaining, Arguing, and Informing. The game will include different paths to a solution, role playing elements, immersive narratives, challenge-based progressions, and peer collaboration to engage players. The growth mindset message — that ability and skill are developed through effort and learning — will be introduced and reinforced through feedback by embedded in-game characters. The games will be supplemental to the curriculum but will also be designed to be integrated within instructional practice. The game will be available for mobile devices as well as web browsers.
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TEAM MEMBERS: Lisa Sorich Blackwell
resource project Media and Technology
The project team is developing a prototype of a mobile platform, Zaption, to support teachers in using video clips to enrich learning. The product’s user-interface will allow teachers to easily add annotations to videos, make short video clips that align to topics, and enhance videos with time-linked elements and assessments that appear at the top of each video. In Phase I pilot research, the team will examine whether the prototype functions as planned, if teachers are able to use the prototype for different purposes, and whether students are engaged by the prototype.
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TEAM MEMBERS: Chris Walsh
resource project Media and Technology
The project team is developing and testing a prototype of Thinkzone, a blended learning portal intended for Kindergarten through Grade 8 teachers to host existing education learning games across core subject areas. The prototype will host games, and include a learning system to train educators to integrate games to replace or supplement instructional practice. In the Phase I pilot study will include 10 teachers and 200 students. The researchers will examine if the prototype functions as planned, if teachers are able to implement it with small groups of students, and whether students are engaged across the various games.
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TEAM MEMBERS: Scott Brewster
resource project Media and Technology
In prior research and development, the project team developed PocketLab, a set of web-based hands-on science simulations for middle school classrooms. With this Phase I funding, the team will develop and test a prototype of CloudLab, a classroom management platform to extend the functionality of PocketLab. The prototype will include a portal so that a class of students can collaborate on experiments, a lab notebook to analyze experimental data with graphing tools, and a teacher dashboard to monitor student progress in real time. In the Phase I pilot research, with six middle school teachers and 150 students, the project team will examine whether the prototype functions as planned, whether teachers are able to integrate it within the classroom environment, and whether students are engaged while using the prototype.
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TEAM MEMBERS: Clifton Roozebook
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