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resource project Media and Technology
The project team is developing a prototype of a web-based game utilizing the illustrations of chemical elements and science terms created by Simon Basher in his three books, The Periodic Table: Elements with Style!, Chemistry: Getting a Big Reaction!, and Physics: Why Matter Matters! The game will incorporate augmented reality (person-to-person gameplay with the support of the software) to teach grade 4 to 6 students science concepts, including an introduction to chemistry. The game will include curriculum support materials. Pilot research in Phase I will seek to demonstrate that the software prototype functions as planned, teachers are able to integrate it within the classroom environment, and students are engaged with the prototype.
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TEAM MEMBERS: Victoria Van Voorhis
resource project Media and Technology
The project team is developing a prototype of Happy Atoms, a game to support middle school students in learning about the composition of molecules. Happy Atoms will include physical manipulative balls with embedded magnets wirelessly connected to a tablet application (app) to recognize whether or not the created molecule exists and explain why or why not. The app will also include teacher resources including instructional videos and curriculum suggestions in order to better integrate the use of the product into classrooms. In the Phase I pilot research, the project team will examine whether the hardware and software prototypes function as planned, teachers are able to integrate it within the classroom environment, and students are engaged with the prototype.
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TEAM MEMBERS: Jesse Schell
resource project Media and Technology
Purpose: This project will develop and test Happy Atoms, a physical modeling set and an interactive iPad app for use in high school chemistry classrooms. Happy Atoms is designed to facilitate student learning of atomic modeling, a difficult topic for chemistry high school students to master. Standard instructional practice in this area typically includes teachers using slides, static ball and stick models, or computer-simulation software to present diagrams on a whiteboard. However, these methods do not adequately depict atomic interactions effectively, thus obscuring complex knowledge and understanding of their formulas and characteristics.

Project Activities: During Phase I (completed in 2014), the team developed a prototype of a physical modeling set including a computerized ball and stick molecular models representing the first 17 elements on the periodic table and an iPad app that identifies and generates information about atoms. A pilot study at the end of Phase I tested the prototype with 187 high school students in 12 chemistry classes. Researchers found that the prototype functioned as intended. Results showed that 88% of students enjoyed using the prototype, and that 79% indicated that it helped learning. In Phase II, the team will develop additional models and will strengthen functionality for effective integration into instructional practice. After development is complete, a larger pilot study will assess the usability and feasibility, fidelity of implementation, and promise of Happy Atoms to improve learning. The study will include 30 grade 11 chemistry classrooms, with half randomly assigned to use Happy Atoms and half who will continue with business as usual procedures. Analyses will compare pre-and-post scores of student's chemistry learning, including atomic modeling.

Product: Happy Atoms will include a set of physical models paired with an iPad app to cover high school chemistry topics in atomic modeling. The modeling set will include individual plastic balls representing the elements of the periodic table. Students will use an iPad app to take a picture of models they create. Using computer-generated algorithms, the app will then identify the model and generate information about its physical and chemical properties and uses. The app will also inform students if a model that is created does not exist. Happy Atoms will replace or supplement lesson plans to enhance chemistry teaching. The app will include teacher resources suggesting how to incorporate games and activities to reinforce lesson plans and learning.
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TEAM MEMBERS: Jesse Schell
resource research Media and Technology
Evidence for the present study derives from a sample of 574 middle-grades students that participated in the River City Project (RCP) in academic year 2006-07. Central to the RCP is an open-ended video-game-like learning innovation for teaching inquiry-based science and twenty-first century skills. Results of investigation into the students' neomillennial learning styles revealed that, on average, students who (1) prefer creating and sharing artifacts through the Internet are well-suited for learning about disease transmission and scientific problem solving skills in the RCP; and (2) students
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TEAM MEMBERS: Edward Dieterle
resource research Media and Technology
This study explored whether adding a haptic interface (that provides users with somatosensory information about virtual objects by force and tactile feedback) to a three-dimensional (3D) chemical model enhanced students' understanding of complex molecular interactions. Two modes of the model were compared in a between-groups pre- and posttest design. In both modes, users could move and rotate virtual 3D representations of the chemical structures of the two molecules, a protein and a small ligand molecule. In addition, in a haptic mode users could feel the interactions (repulsive and attractive
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TEAM MEMBERS: Petter Bivall Shaaron Ainsworth Lena Tibell
resource evaluation Media and Technology
The Nanomedicine Explorer kiosk at the Museum of Science, Boston provides opportunities to learn about nanomedicine, nanotechnology, cancer biology, new research in cancer diagnosis and therapy, and the process of medical research from bench to bedside. This report is the formative evaluation of the prototype of this kiosk, presenting the results of visitor observations, exit surveys, and interviews. The findings of these data served to provide the Nanomedicine Explorer production team a basis from which to make improvements to the program, which was released as Version 1.0 in May of 2009
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TEAM MEMBERS: Kerry Bronnenkant Carol Lynn Alpert
resource evaluation Media and Technology
A formative evaluation was conducted on Three Drops, an Immersive Digital Interactive (IDI), that allows visitors to interact with simulations of water at different size scales where different physical forces dominate. This evaluation revisits the exhibit after changes were made to address issues identified in the first series of formatives.
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TEAM MEMBERS: Joyce Ma
resource evaluation Media and Technology
This documents the formative evaluation of Diffusion (aka Mixing Molecules), an immersive video interactive display demonstrating the collision of molecules.
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TEAM MEMBERS: Andrea Motto Eric Siegel
resource project Media and Technology
The project will develop and study the impact of science simulations, referred to as sims, on middle school childrens' understanding of science and the scientific process. The project will investigate: 1) how characteristics of simulation design (e.g., interface design, visual representations, dynamic feedback, and the implicit scaffolding within the simulation) influence engagement and learning and how responses to these design features vary across grade-level and diverse populations; 2) how various models of instructional integration of a simulation affect how students interact with the simulation, what they learn, and their preparation for future learning; 3) how these interactions vary across grade-level and diverse populations; and 4) what critical instructional features, particularly in the type and level of scaffolding, are needed. Working with teachers, the team will select 25 existing sims for study. Teachers and students will be interviewed to test for usability, engagement, interpretation, and learning across content areas. The goal will be to identify successful design alternatives and to formulate generalized design guidelines. In parallel, pull-out and classroom-based studies will investigate a variety of use models and their impact on learning. Ten new simulations will then be developed to test these guidelines. Products will include the 35 sims with related support materials available for free from a website; new technologies to collect real-time data on student use of sims; and guidelines for the development of sims for this age population. The team will also publish research on how students learn from sims.
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TEAM MEMBERS: Katherine Perkins Daniel Schwartz Michael Dubson Noah Podolefsky
resource project Media and Technology
The PhET Interactive Simulations group at the University of Colorado is expanding their expertise of physics simulations to the development of eight-to-ten simulations designed to enhance students' content learning in general chemistry courses. The simulations are being created to provide highly engaging learning environments which connect real life phenomena to the underlying science, provide dynamic interactivity and feedback, and scaffold inquiry by what is displayed and controlled. In a second strand of the project, a group of experienced faculty participants are developing and testing lecture materials, classroom activities, and homework, all coordinated with well-established, research-based teaching methods like clicker questions, peer instruction, and/or tutorial-style activities, to leverage learning gains in conjunction with the simulations. The third strand of the project focuses on research on classroom implementation, including measures of student learning and engagement, and research on simulation design. This strand is establishing how specific characteristics of chemistry sim design influence engagement and learning, how various models of instructional integration of the sims affect classroom environments as well as learning and engagement, and how sim design and classroom context factors impact faculty use of sims. To ensure success the project is basing sim design on educational research, utilizing high-level software professionals (to ensure technically sophisticated software, graphics, and interfaces) working hand-in-hand with chemistry education researchers, and is using the established PhET team to cycle through coding, testing, and refinement towards a goal of an effective and user friendly sim. The collection of simulations, classroom materials, and faculty support resources form a suite of free, web-based resources that anyone can use to improve teaching and learning in chemistry. The simulations are promoting deep conceptual understanding and increasing positive attitudes about science and technology which in turn is leading to improved education for students in introductory chemistry courses both in the United States and around the world.
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TEAM MEMBERS: Katherine Perkins Robert Parson
resource project Media and Technology
The Physics and Chemistry Education Technology (PhET) Project is developing an extensive suite of online, highly-interactive simulations, with supporting materials and activities for improving both the teaching and learning of physics and chemistry. There are currently over 70 simulations and over 250 associated activities available for use from the PhET website (http://phet.colorado.edu). These web-based resources are impacting large number of students. Per year, there are currently over 4 million PhET simulations run online and thousands of full website downloads for offline use of the simulations. The goal is that this widespread use of PhET's research-based tools and resources will improve the education of students in physics and chemistry at colleges and high schools throughout the U.S. and around the world. This PhET project combines a unique set of features. First, the simulation designs and goals are based on educational research. Second, using a team of professional programmers, disciplinary experts, and education research specialists enables the development of simulations involving technically-sophisticated software, graphics, and interfaces that are highly effective. Third, the simulations embody the predictive visual models of expert scientists, allowing many interesting advanced concepts to become widely accessible and revealing their relevance to the real world. And finally, the project is actively involved in research to better understand how the design and use of simulations impacts their effectiveness - e.g. investigating questions such as "How can these new technologies promote student understanding of complex scientific phenomena?" and "What factors inhibit or enhance their use and effectiveness?".
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TEAM MEMBERS: Katherine Perkins Michael Dubson Noah Finkelstein Robert Parson Carl Weiman