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resource research Media and Technology
Mobile technology can be used to scaffold inquiry-based learning, enabling learners to work across settings and times, singly or in collaborative groups. It can expand learners’ opportunities to understand the nature of inquiry whilst they engage with the scientific content of a specific inquiry. This Sharples et al. paper reports on the use of the mobile computer-based inquiry toolkit nQuire. Teachers found the tool useful in helping students to make sense of data from varied settings.
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TEAM MEMBERS: Heather King
resource research Public Programs
The Dimensions of Success (DoS) observation tool defines and provides rubrics (with levels 1-4) for 12 dimensions that were developed to measure STEM program quality in out-of-school time. This technical report summarizes the development of the instrument and findings from our initial study that included 284 observations in the field across 58 STEM programs in two geographic regions (New England and the Midwest). Data were collected by 46 trained observers who observed in pairs. This report is the initial step in developing a validity argument for the instrument.
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TEAM MEMBERS: Ashima Mathur Shah Caroline Wylie Drew Gitomer
resource project Public Programs
The Dimensions of Success observation tool, or DoS, pinpoints twelve indicators of STEM program quality in out-of-school time. It was developed and studied with funding from the National Science Foundation (NSF) by the Program in Education, Afterschool and Resiliency (PEAR), along with partners at Educational Testing Service (ETS) and Project Liftoff. In 2014, a technical report was released, describing the tool and its psychometric properties (http://www.pearweb.org/research/pdfs/DoSTechReport_092314_final.pdf). The DoS observation tool focuses on understanding the quality of a STEM activity in an out-of-school time learning environment and includes an explanation of each dimension and its key indicators, as well as a 4-level rubric with descriptions of increasing quality. Today, over 700 people have been trained to use the DoS tool, and over 12 state networks have adopted DoS to measure the quality of their afterschool STEM programming.
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TEAM MEMBERS: Program in Education, Afterschool Dr. Ashima Shah Drew Gitomer
resource project Professional Development, Conferences, and Networks
AccessComputing is a NSF-funded Broadening Participation in Computing alliance with the goal of increasing the participation and success of people with disabilities in computing fields. AccessComputing is in its 10th year of funding. It supports students with disabilities from across the country in reaching critical junctures toward college and careers by providing advice, resources, mentoring opportunities, professional contacts, and funding for tutoring, internships, and computing conferences. For educators and employers, it offers institutes and workshops to build awareness of universal design and accommodation strategies, and to aid in recruiting and supporting students with disabilities through the development of inclusive programs and education on promising practices.
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TEAM MEMBERS: Richard Ladner Sheryl Burgstahler
resource research Informal/Formal Connections
This longitudinal study examined factors that contribute to the persistence of underrepresented racial minority (URM) undergraduates in STEM fields. The primary source of data came from the Cooperative Institutional Research Program’s 2004 The Freshman Survey (TFS) and 2008 College Senior Survey (CSS). The sample included 3,670 students at 217 institutions who indicated on the TFS that they intended to major in a STEM field, 1,634 of whom were underrepresented minority (URM) students. Findings indicate that Black and Latino undergraduates were significantly less likely to persist in STEM
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TEAM MEMBERS: Mitchell Chang Jessica Sharkness Sylvia Hurtado Christopher Newman
resource research Informal/Formal Connections
This longitudinal study examined whether premedical students’ educational orientation contributed to their chances of completing a STEM degree. Two different orientations were tested; a narrow one grounded by interests in obtaining status and a more expansive orientation grounded by interests in engaging with a broader set of learning goals and communities. The primary source of data came from the Cooperative Institutional Research Program’s 2004 Freshman Survey (TFS) and 2008 College Senior Survey (CSS). The main analyses included 613 students who reported interest in pursuing a medical
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TEAM MEMBERS: Mitchell Chang Michael Soh Kevin Eagan Sylvia Hurtado
resource evaluation Public Programs
Concord Evaluation Group (CEG) conducted an evaluation study to learn about the Future City’s impact on students as well as to discover ways to enhance Future City for future implementation. In addition to exploring the program’s impacts, with this study we also had an opportunity to explore potential differences between students who compete at their Regional competitions only versus students who make it to the National competition. In collaboration with DiscoverE, CEG developed four surveys to collect feedback from students, parents, educators, and engineer mentors. These data collection
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TEAM MEMBERS: Christine Paulsen
resource research Media and Technology
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal and informal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and
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TEAM MEMBERS: Utah State University Victor Lee
resource project Media and Technology
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.
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TEAM MEMBERS: Ezra Sidran
resource project Public Programs
The Chester County intermediate Unit developed strong collaborations between school districts and informal education providers across Pennsylvania to engage thousands of students in high quality learning experiences. NASA will support these partnering institutions as they engage local teachers in professional development in high quality instruction during the school year. Requirements for both summer activities and school year activities necessitates cooperative agreements with secondary education partners to ensure fulfilling participation requirements such as reaching a large number of middle school students and teachers. The CCIU has many potential partners in the PA SoI project who have expressed interest in participating; including Carnegie-Mellon Robotics Academy, Cheyney University, Widener University, the Philadelphia School District, the Pennsylvania Department of Education and the NASTAR flight facility. With a renewed effort by the CCIU the PA Summer of Innovation Program will be implemented through the PAIU NET to provide quality STEM programming to students and STEM training to teachers while monitoring student outcomes. In Eastern PA camps will be held August 1-5 at 36 sites in the 20 participating school districts statewide. In Chester County, camp sites include Gordon Elementary School and Pope John Paul II Regional Catholic School. Additionally several NASA SoI Mini-Camps were held increasing the breath and depth of the program's impact.
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TEAM MEMBERS: Chester County Intermediate Unit John Hall
resource research Media and Technology
This presentation was part of the "Broader Impacts at Centers and Large Facilities" dyad at the 2015 CAISE Convening on Broader Impacts + Informal Science Education held in Arlington, VA on April 7-8. The presentation outlines how centers and large facilities have used informal learning experiences for broader impacts, identifying key opportunity areas for Broader Impacts and Informal Education as programming, partnerships, communication, and evaluation.
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resource project Public Programs
Florida State University and partner University of Alabama will collect and analyze data on how STEM teachers can most effectively collaborate with librarians. The data will be collected at focus groups held at four national conferences: the American Association of School Librarians, the Public Library Association, the National Science Teachers Association, and the National Council of Teachers of Mathematics. This variety of participants at these conferences will allow for diverse opinions, thoughts, and ideas to be compiled, supporting the analysis of how the collaboration between STEM teacher and librarian is working today and providing recommendations on how it could be improved. The overall goal of this planning grant is to assess what is happening in the field so the information can then be shared with the educational and library communities for greater impact.
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TEAM MEMBERS: Don Latham