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resource evaluation Professional Development, Conferences, and Networks
The National Center for Science and Civic Engagement (NCSCE) contracted Randi Korn & Associates, Inc. (RK&A) to conduct a summative evaluation of its SENCER-ISE project partnerships. SENCER-ISE is an initiative that brings partners from higher education (HE) together with partners from informal science education (ISE) to create projects that engage audiences in science using the lens of civic engagement. SENCER funded 10 partnerships over three years—six through the National Science Foundation (DRL #1001795) and four through the Noyce Foundation. Previously, RK&A conducted a formative
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TEAM MEMBERS: RK&A, Inc. William Burns
resource project Public Programs
The Ocean Science project integrates the Ocean Literacy Essential Principles and Fundamental Concepts into a Western Washington region-wide, coordinated program of formal and informal education consisting of: 1. Teacher professional development in the ocean sciences to integrate the Ocean Literacy Essential Principles and Fundamental Concepts into inquiry-based marine science education and instruction; 2. Evaluation and re-alignment of existing Sound Science ecosystems curricula into Ocean Science, incorporating NOAA data and promoting the Ocean Literacy Essential Principles and Fundamental Concepts; 3. Classroom programs, beach field investigations, and on-site programs at the Seattle Aquarium of the Olympic Coast national Marine Sanctuary's Olympic Coast Discovery Center for grades 4-5 students, their parents and teachers; 4. Parent training in ocean science content, the Ocean Literacy Essential Principles and Fundamental Concepts, and inquiry-based methods for supporting their children's science education; 5. Informal education for the general public via an interactive learning station linked to the Window on Washington Waters exhibit and designed to innovatively use NOAA data and information (videos, computer simulations and other creative media) to increase and evaluate ocean literacy in adults and children. Window on Washington Waters displays the outer coast marine environments and sea life of the Olympic Coast National Marine Sanctuary.
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TEAM MEMBERS: Kathy Sider
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 research Public Programs
The trend of utilising open learning environments and informal learning sources has a clear link to outdoor education, which bridges the gap between formal education and informal learning. According to the findings related to informal learning and its relevance to early professional development, the crucial era seems to be the first 3 years as an inexperienced teacher. Despite the long history, outdoor education needs new research methods. In Finland, the new National Curriculum 2016 underlines teaching of this “phenomenon” besides the traditional subject orientated teaching. This challenges
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TEAM MEMBERS: Hannu Salmi Arja Kaasinen Liisa Suomela
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 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 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
Purpose: An estimated 5 to 8% of elementary school students have some form of memory or cognitive deficit that inhibits learning basic math. Researchers have identified several areas where children with math learning difficulties struggle. These include a strong sense of number facts to quickly and accurately perform operations on single digit numbers, the use of strategies to solve problems which have not yet been memorized, a sense to figure out whether or not an answer is reasonable, and self-monitoring to assess one's own efficacy and understanding. To support students with math learning difficulties in grades 1 to 4, this project team will develop a series of apps for touch-screen tablets that encourage single digit operational fluency, conceptual understanding, strategy awareness, and self-understanding.

Project Activities: During Phase I project in 2012, the research team developed a prototype of the single digit addition game, following an iterative process incorporating feedback from teachers and students having difficulty with math. Nineteen students participated in a pilot study, and the researchers found that the prototype functioned well and that users were engaged by the game. In Phase II, the team will build and refine the back end system, design and develop the teacher website, and create content for games in subtraction, multiplication, and division. Researchers will carry out a pilot test of the usability and feasibility, fidelity of implementation, and promise of the game to improve learning. Students in first to fourth grade identified by teachers as having the greatest difficulty with math will participate in the pilot study. Half of the 120 students participating in the pilot study will be randomly selected to play the game as a supplement to classroom learning whereas the other half will not have access. Students in the control group will be provided the games at the end of the study. Analyses will compare pre- and post-test math scores.

Product: The web-based game, MathFacts, will include a series of apps for touch-screen tablet computers to support math learning for 1st to 4th grade students with major or sometimes intractable learning difficulties. In the game, students will learn content through mini-lessons, engage with problems in practice and speed rounds, and then receive formative feedback on their performance. Students will use and manipulate blocks, linker tubes, number lines, and interact with engaging pedagogical agents such as parrots and sloths. Students will set goals, advance to more challenging levels, and engage in competition. The game will be self-paced and will provide individualized formative assessment scaffolding when students do not know the answer to a question. A teacher management system will support professional development and will produce reports to guide instruction. The intended outcomes from gameplay will include increased fluency, conceptual understanding, strategy awareness, self-assessment, and motivation of basic math.
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TEAM MEMBERS: Kara Carpenter
resource project Media and Technology
Purpose: There is concern about a decline in mathematics achievement scores among U.S. students during the middle school years. For example, while 4th grade U.S. students rank 8th overall on an international mathematics comparison, by 10th grade U.S. student's drop significantly to 25th in the same comparison. Some researchers posit that much of this decline relates to how math is taught in the U.S. and with how students become less engaged as learners in middle school. The purpose of this project is to develop a web-based game to engage 7h grade students in a narrative-based story which will apply learning of content and skills aligned to the Common Core State Standards (CCSS) in mathematics.

Project Activities: During Phase I in 2012, the team developed a functioning prototype and conducted usability and feasibility research with fourteen 7th grade students. Researchers found that the prototype functioned as intended and that students were highly engaged while playing the game. In Phase II, the team will develop a fully-functional user interface with animated characters, interactivity across student users, narrative scripts and accompanying art assets, 36 problem sets, and student and teacher dashboards and databases. After development is complete, a pilot study will examine the usability and feasibility, fidelity of implementation, and the promise of the game to improve math learning. The study will include 120 students in 6 classrooms in three schools, with one classroom per school randomly assigned to use the game and the other half assigned to a business-as-usual control. Analyses will compare student scores on pre and post mathematics measures.

Product: Empires is a web-based game that addresses 36 pre-algebra Common Core State Standards in mathematics for 7th and 8th grades. The game follows a storyline in a recreation of an ancient empire which is at the brink of agricultural revolution and of becoming a trade economy. As students play the game, they engage in math-focused activities to drive the action, such as taxing citizens to learn ratios and proportions, allocating resources to learn percentages, and measuring the distance and time between a neighboring empire by applying the principles of the Pythagorean Theorem. As a socially networked game, students will interact with other students in the class to complete trades that lead to encounters with different math problems. The game will include two helpful, funny, advisors who will scaffold learning through mathematical discourse, arguing over the next most important thing to do. The game design architecture will work on a wide range of computers, including desktops and iPads. A teacher's guide and companion website will provide guidance to classroom activities that complement the game.
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TEAM MEMBERS: Scott Laidlaw
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 a prototype of Eco, a multi-player game to prepare high school students to be environmentally literate citizens with 21st century skills. To play the game, students will enter a shared online world featuring a simulated ecosystem of plants and animals. Students will co-create the civilization by measuring, modeling, and analyzing the underlying ecosystem. Students advocate proposed plans to classmates and make decisions as a group. Cooperation and science-based decision making activities are necessary for success in preventing the destruction of their environment. The prototype will include teacher resources to support the alignment of game play to learning goals, and implementation. In the Phase I pilot research, the project team will examine whether the game prototypes function as planned, if teachers are able to integrate it within the classroom environment, and whether students are engaged with the prototype.
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TEAM MEMBERS: John Krajewski