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resource project Public Programs
In order to improve science, technology, mathematics, and engineering (STEM) learning, it is crucial to better understand the informal experiences that young children have that prepare them for formal science education. Young children are naturally curious about the world around them, and research in developmental psychology shows that families often support children in exploring and seeking explanations for scientific phenomena. It is less clear how to link children's natural curiosity and everyday parent-child interaction with more formal STEM learning. This collaborative project will team researchers from the University of California, Santa Cruz, the University of Texas, and Brown University with informal learning practitioners at the Children's Discovery Museum, The Thinkery, and the Providence Children's Museum in order to investigate how family interaction relates to children's causal learning, as well as how modifications to museum exhibit design and facilitation by museum staff influence families' styles of interaction and increase children's causal learning. This project is funded by the Research on Education and Learning (REAL) program which supports fundamental research by investigators from a range of disciplines in order to deepen what is known about STEM learning.

The project team will examine how ethnically and linguistically diverse samples of parents and children engage in collaborative scientific learning in three children's museums across the U.S. The research will combine observational studies of parent-child interaction in a real-world setting with experimental measures of children's causal learning. The investigators will examine how children explore and derive explanations for museum exhibits about mechanical gear function and fluid dynamics. In this way, the researchers will investigate the relation between styles of parent-child interaction and children's causal learning. The team will also investigate novel ways of presenting material within the exhibits to facilitate exploration and explanation. They will explore how signage, conversations with museum staff, parents' attitudes towards learning in museum settings, and parents' own prior knowledge about the exhibits can influence the parent-child interaction and subsequent causal learning. The project will advance the basic research goal of advancing what is known about what affects children's science content learning. It will also advance the practice-oriented goal of developing new strategies for the design of science museum exhibits and make recommendations for how parents can better talk to their children about scientific phenomena.
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TEAM MEMBERS: David Sobel Cristine Legare Maureen Callanan
resource project Informal/Formal Connections
This proposal was submitted in response to EHR Core Research (ECR) program announcement NSF 15-509. The ECR program of fundamental research in STEM education provides funding in critical research areas that are essential, broad and enduring. EHR seeks proposals that will help synthesize, build and/or expand research foundations in the following focal areas: STEM learning, STEM learning environments, STEM workforce development, and broadening participation in STEM. The ECR program is distinguished by its emphasis on the accumulation of robust evidence to inform efforts to (a) understand, (b) build theory to explain, and (c) suggest interventions (and innovations) to address persistent challenges in STEM interest, education, learning, and participation.

The study will investigate the processes that connect gestures and mathematics learning. Gestures are an important yet under-investigated aspect of mathematics teaching. They can influence students' memory and understanding of mathematical representations. The series of studies will examine students' learning of the concept of mathematical equivalence by testing instruction that incorporates commonly used verbal explanations and gestures. Mathematical equivalence includes understanding the meaning of the equal sign and determining if two expressions are equal. Second and third grade children will be participants. Of particular interest in the studies is the influence of gestures on preexisting knowledge of procedures, how gestures support learning beyond emphasizing information and direct learners' attention, and the creation of procedural knowledge.

The series of experimental studies will examine the mechanisms that connect gestures and procedural understanding of mathematical equivalence. The studies begin in the first phase with examining how gesture is connected to procedural knowledge of mathematical equivalence. Subsequent studies investigate how gesture functions as a mechanism for learning beyond emphasizing or directing attention to relevant information. Data collected will students' responses to equivalence problems and eye tracking data to follow whether students are looking from one side of the equal sign to the other. In the second phase of the work, the studies will examine how gesture has beneficial effects on learning more generally in mathematics. Working memory will be assessed in order to examine the role of gesture across different individuals. Fraction tasks will be used to examine the generalization of the previous results regarding gestures to other mathematics concepts.
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TEAM MEMBERS: Kimberly Fenn Susan Cook
resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively. This project brings together two approaches to help K-12 students learn programming and computer science: open-ended learning environments, and computer-based learning analytics, to help create a setting where youth can get help and scaffolding tailored to what they know about programming without having to take tests or participate in rigid textbook exercises for the system to know what they know.

The project proposes to use techniques from educational data mining and learning analytics to process student data in the Alice programming environment. Building on the assessment design model of Evidence-Centered Design, student log data will be used to construct a model of individual students' computational thinking practices, aligned with emerging standards including NGSS and research on assessment of computational thinking. Initially, the system will be developed based on an existing corpus of pair-programming log data from approximately 600 students, triangulating with manually-coded performance assessments of programming through game design exercises. In the second phase of the work, curricula and professional development will be created to allow the system to be tested with underrepresented girls at Stanford's CS summer workshops and with students from diverse high schools implementing the Exploring Computer Science curriculum. Direct observation and interviews will be used to improve the model. Research will address how learners enact computational thinking practices in building computational artifacts, what patters of behavior serve as evidence of learning CT practices, and how to better design constructionist programming environments so that personalized learner scaffolding can be provided. By aligning with a popular programming environment (Alice) and a widely-used computer science curriculum (Exploring Computer Science), the project can have broad impact on computer science education; software developed will be released under a BSD-style license so others can build on it.
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TEAM MEMBERS: Shuchi Grover Marie Bienkowski John Stamper
resource project Public Programs
Increasingly, the prosperity, innovation and security of individuals and communities depend on a big data literate society. Yet conspicuously absent from the big data revolution is the field of teaching and learning. The revolution in big data must match a complementary revolution in a new kind of literacy, through a significant infusion of STEM education with the kinds of skills that the revolution in 21st century data-driven science demands. This project represents a concerted effort to determine what it means to be a big data literate citizen, information worker, researcher, or policymaker; to identify the quality of learning resources and programs to improve big data literacy; and to chart a path forward that will bridge big data practice with big data learning, education and career readiness.

Through a process of inquiry research and capacity-building, New York Hall of Science will bring together experts from member institutions of the Northeast Big Data Innovation Hub to galvanize big data communities of practice around education, identify and articulate the nature and quality of extant big data education resources and draft a set of big data literacy principles. The results of this planning process will be a planning document for a Big Data Literacy Spoke that will form an initiative to develop frameworks, strategies and scope and sequence to advance lifelong big data literacy for grades P-20 and across learning settings; and devise, implement, and evaluate programs, curricula and interventions to improve big data literacy for all. The planning document will articulate the findings of the inquiry research and evaluation to provide a practical tool to inform and cultivate other initiatives in data literacy both within the Northeast Big Data Innovation Hub and beyond.
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resource evaluation Media and Technology
This study addressed the questions of whether or not the IMAX/OMNIMAX film "Tropical Rainforest" contributes to a positive attitude towards, and and increase in knowledge about, the tropical rain forests of the world. Results indicate that there are statistically significant increases in knowledge gained as well as an increase in positive attitudes towards the tropical rain forests. All three specific audiences (grades 1-6; grades 7-12; adult general) tended to increase overall.
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TEAM MEMBERS: Mark A. Minger
resource evaluation Media and Technology
The Peg + Cat ELM2 project sought to combine robust media-integrated teacher training in both math content and facilitation of classroom and family engagement activities with transmedia resources that parents and children could utilize at home. This cohesive approach resulted in increases in teachers’ confidence in and knowledge about their mathematics instruction, parents’ engagement in activities and conversations with their children around math, and children’s positive and persistent attitudes towards math, as reported by their parents. Taken together, these findings suggest that the Peg +
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resource project Public Programs
Be a 4-H Scientist! Materials in a Green, Clean World is an inquiry-based science curriculum focusing on concepts of materials; plastics; reuse, recycle, and reduce; and the work of scientists and engineers. It is designed to build foundational skills of science and engineering: observation, asking questions, sorting and classifying, and communicating. The curriculum contains six learning modules intended for delivery in out-of-school time facilitated by an educator (trained volunteers or program staff). Most modules also include a “Science At Home” activity which parents/other adults and children can do at home.
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TEAM MEMBERS: Jennifer Henderson Anne Stevenson Steven Worker Martin Smith Charles Malone Alexa Maile
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 evaluation Media and Technology
As part of the development work of Latina SciGirls, the independent evaluation firm Knight Williams Inc. conducted a front-end evaluation focused on gathering input from the project’s primary public audiences (Latina girls and their parents/guardians) and professional audiences (the project’s advisers and partners). Appendix includes logic model.
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resource research Public Programs
Students in the U.S. educational system are increasingly diverse, and this diversity is reflected in science, technology, engineering, and mathematics (STEM) fields. Diversity in education encompasses students from many races, genders, and socioeconomic backgrounds; students who speak a variety of languages; and students from many cultures. For instance, ethnic diversity increased by 5% across primary and secondary public schools from 2000 to 2007 (Aud, Fox, & KewalRamani, 2010). Diversity is also evident in the socioeconomic make-up of students, with almost half of 4th graders in public
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TEAM MEMBERS: Enrica Ruggs Michelle Hebl
resource research Public Programs
Learn how to create opportunities for young people from low-income, ethnically diverse communities to learn about growing food, doing science, and how science can help them contribute to their community in positive ways. The authors developed a program that integrates hydroponics (a method of growing plants indoors without soil) into both in-school and out-of-school educational settings.
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TEAM MEMBERS: Amie Patchen Andrea Aeschlimann Anne Vera-Cruz Anushree Kamath Deborah Jose Jackie DeLisi Michael Barnett Paul Madden Rajeev Rupani
resource evaluation Public Programs
As part of a grant from the National Science Foundation, the National Federation of the Blind (NFB) is conducting regional STEM workshops in partnership with local science museums, entitled NFB STEM2U, for blind youth [youth], grades 3 – 6 and 9-12 [mentors]. During the fourth regional workshop in Phoenix, AZ, the NFB operated three different programs simultaneously: one program for youth, a second program for their parents/caregivers, and a third program for teachers of the visually impaired. A fourth program, for Arizona Science Center staff, was conducted earlier to prepare the museum staff
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