Posts tagged ‘TERC science’

July 10, 2013

Post-ISTE Musings: Small Fish, Huge Pond, But Lots of Bites…

Kacy Karlen for TERCtalks

Our recent trip to sunny San Antonio to exhibit at the ISTE 2013 Annual Conference and Exposition was somewhat of a ‘wild card’ venture—and not in the least bit because the mercurial summer weather. We hadn’t exhibited at the conference in several years. We had very little sense as to whether the tech-hungry ISTE audience—teethed on the numerous big name hardware, software, publishing, and product exhibitors—would react favorably to our research endeavors, thought leadership, and prototypes, many of which are available for free or at very nominal costs (we are a not-for-profit org, after all). At the cavernous Henry B. Gonzalez Convention Center, it wasn’t so hard for our team of two to start feeling like the smallest fish in the biggest pond…

A small fry culled from a big pond. By U.S. Fish and Wildlife Service [Public domain], via Wikimedia Commons

A small fry culled from a big pond. By U.S. Fish and Wildlife Service [Public domain], via Wikimedia Commons

We shouldn’t have worried. We quickly lost count of the number of attendees who stopped by our humble in-line booth to say, “hey, I’m so glad TERC is here! What are you guys up to?” And excitingly, we had lots to share—because in the interim between our last ISTE appearance, we’ve engaged in robust assistive technology development; extensive online community building and designing for digital delivery models; and game research, design and development. We may have been the little guys in the big pond—but we still got lots of bites.

TERC's booth at ISTE 2013

TERC’s booth at ISTE 2013

Here’s what was luring ‘em in:

EdGE games1:  The EdGE team was demoing their addictive particle physics game, Impulse!, in tandem with their captivating laser light game, Quantum Spectre. Both games are in beta versions and currently being pilot tested among high school audiences for efficacy in developing students’ implicit understanding of Newtonian laws of motion and optics. We invited booth visitors to try the games on our laptops and iPad, but versions are also for the Kindle and Android.  On Tuesday of the conference, Impulse!  went live on Apple’s App Store (for free), and by Friday, was one of AppAdvice’s “Best Apps”.

Signing Math and Science2: Judy Vesel’s signing math and science apps for deaf and hard of hearing students were eye-catchers for booth visitors interested in assistive technologies, and for good reason—the portable dictionaries and pictionaries are uniquely interactive learning supports. The flagship Signing Science Dictionary (SSD) is an avatar-based dictionary of science terms and definitions in American Sign Language (ASL) or Signed English (SE) for deaf or hard-of-hearing students in grades 4-8.  A full selection of K-12 Signing Math and Science dictionaries and pictionaries is available for tablets, iPods, and iPhones from www.signingapp.com.

TERC’s Online Communities & Digital Delivery Models: From the successful third year of the IGERT Online Video and Poster Competition3 facilitated for NSF’s flagship Integrative Graduate Engineering and Research Traineeship to the expansion of the CLEAN Network4 of climate science and literacy stakeholders and resources, TERC’s reputation as a thought leader in online community development and facilitation precedes us—it even did at ISTE. Visitors to the booth also picked our brains about new digital delivery models for curricula and professional development—with The Inquiry Project ‘s grades 3-5 physical science curriculum5 and Talk Science PD available entirely online; new online coursework being served up from Investigations Workshops; and even more digital deliverables on deck; we felt—if not entirely MOOC-conversant—in-line with the times.

So here’s to taking the plunge and heading downstream to ISTE 2013. It was well worth the visit, and we should be seeing you as we come up for air next year!

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Quantum Spectre and Impulse are part of EdGE’s Leveling Up project, funded by the National Science Foundation (DRK-1119144).

The Signing Science Dictionary (SSD) is funded in part by grants from NEC Foundation of America, the National Science Foundation (HRD-0533057), and the Department of Education (H327A060026)). The Signing Science Pictionary (SSP) was funded in part by  grants from the Carl and Ruth Shapiro Family Foundation, Disability Inclusion Initiative and the Department of Education (H327A080040). The Signing Math Dictionary (SMD is being funded in part by a grant from the National Science Foundation (HRD-0833969). The Signing Math Pictionary (SMP)  is being funded in part by a grant from the Department of Education (H327A100074). The Signing Earth Science Dictionary (SESD)  is being funded in part by a grant from the National Science Foundation (GEO-0913675).The Signing Life Science Dictionary (SLSD) and Signing Physical Science Dictionary (SPSD) are being funded in part by a grant from the National Science Foundation (DRL-1019542).

3   The IGERT Resource Center and the NSF IGERT Online Video and Poster Competition are funded by the National Science Foundation (DGE-0834992).

CLEAN is funded by grants from the National Oceanic and Atmospheric Administration (NA12OAR4310143, NA12OAR4310142), the National Science Foundation (DUE-0938051, DUE-0938020, DUE-0937941) and the Department of Energy.

The Inquiry Project and Talk Science are funded by the National Science Foundation (DRL-0918435A).

July 1, 2013

Citizen Science, Engagement & the Changing Fells: A Chat with Brian Drayton (Pt. 2)

Kacy Karlen for TERCtalks

In continuation from Part I of “Citizen Science, Engagement, & the Changing Fells”, TERC’s Brian Drayton shared his thoughts in response to Carolyn Johnson’s recent special interest piece for The Boston Globe (in which he was quoted). We talked about the changing local landscape of the Middlesex Fells, Drayton’s field-altering Master’s thesis, “Plant species lost in an isolated conservation area in Metropolitan Boston from 1894 to 1993”; the role of citizen science; the vanishing boundary between ‘amateur’ and ‘professional’ science; and bringing back the joy to science engagement.

Eupatorium perfoliatum, Asteraceae, Common Boneset, inflorescences. Boneset was a rediscovered plant in the Middlesex Fells. Image courtesy of Wikimedia Commons

Eupatorium perfoliatum, Asteraceae, Common Boneset, inflorescences. Boneset was a rediscovered plant in the Middlesex Fells. Image courtesy of Wikimedia Commons.

TT: It sounds as though your reward is really in the evolution of the kind of research questions being asked—because that advances the field as a whole.

BD:  I certainly felt like “Oh darn, I got something wrong.” But I didn’t take it personally. And Bryan Hamlin didn’t take it personally either. He said, “Hey Brian, I think your data is off.”

An important thing to note in comparing the two studies is this—the respective questions we were trying to answer. My question was this: What’s the best way to preserve biological diversity? If the given method is setting aside land, how good is that in conservation and protecting biodiversity? It was an interesting question for me, as I was already starting to understand that there were no natural spaces immune to human influence—Bill McKibben’s book “The End of Nature” came around about the same time, and so the idea was proliferating. I had realized there were no pristine systems; we’re a species too; and human agency was becoming more and more important in preservation. In my study, I concluded that we had to become more intentional in preserving the flora and fauna of the Fells.

In terms of limitations—I had to determine how different the Fells was from 1893 to 1993, and I couldn’t do the whole thing. It was too big. I had to restrict. I ruled out certain species I couldn’t hope to identify—like grasses and sedges—knowing they were really important, as they are not highly mobile. The MDC didn’t allow me to take vouchers (a single sample of each plant I came across), so that was another limitation, as I didn’t have a catalogue. But truth be told, I never set out to do a comprehensive flora. I was really interested in trends. I knew my own limitations and the limitations of the study.

Hamlin and team—and he had a big team—set out to do a comprehensive flora. They spent 5 years on the study, got vouchers, deployed Boston expertise (one of the world’s experts on sedges lives in Boston), and made really great use of all their resources and collective knowledge, drawing on Harvard’s Gray Herbarium in addition to the New England Botanical Club’s herbarium. You can do a lot of research and homework before you head out. My study was conducted over 2 ½ field seasons—about 300 hours—and I was working full time.

TT: Your scopes of work were very different, topically—different in scale—but similar in that they shared an environment. Are there any other similarities between your respective studies?

BD: The findings that Hamlin and his team found were not irrelevant at all to mine as a commentary. In fact, they allowed us to refine our understanding. The trends we found in my paper are supported by Hamlin’s study—but what Hamlin’s study allows us to say is that the rate of change is different from what I found. His information is more accurate. We are submitting a piece to Rhodora discussing this commentary.

Another thing of interest is that in 1993-1996, the Fells seemed to be drying out. Species that occurred in moister areas seemed to be on decline. Even granting the weaknesses in my catalogue, that still seemed to be a trend of interest. Hamlin and his team reported that the Fells was getting wetter, which seems like an obvious contradiction. When I first read their paper, I figured they had just gotten it right and I had gotten it wrong, because they had put in so much more time. But after that study, I started a bunch of studies in the Fells creating plants and plant populations. This past year, I went out and tried to find some of my field sites. I had gone out informally over the years, but last year marked 15 years after the study had started. It seemed significant somehow. I had a sense that many of the populations I had started had died—and indeed, many of my field sites had been washed away, as we’ve had a lot of rain and flooding in the past few years. But what I saw last year was a change in precipitation that is happening due to climate change. Places like New England are having more varied precipitation tents. My sense is that the trend of the Fells becoming wetter is the result of an actual change happening over the past 25 years. So it was entirely possible that I was right in the 90s, and what Hamlin observed is right now, but the world has changed in between.

TT: How is citizen science crucial to your work at TERC, both past and present?

BD: People have said that the 21st century is the century of biology. The 20th century was the century of physics, and this century is the century of biology.  Whenever someone like Thomas Friedman says it—what they mean is biotechnology, molecular biology, nanobiology. And I think that this is wrong. My perception around this has very much shaped my work in evolving the life sciences programming at TERC. For the majority of the people around the globe, the biology that will be most important in the 21st century is ecology and evolutionary biology. Those are the sciences where understanding matters the most. I don’t want to take anything away from cures for malaria or science around the relief of misery, but more people could be affected positively by policy that’s based on a good understanding of ecology and evolution. Because of climate change, but also ocean acidification and habitat destruction and species loss.

People often forget that the loss of biodiversity—which would be happening without major climate change all by itself—is a dangerous trend, coupled with climate change. With the population rising and 40% of the world’s productivity being consumed by humans—the remaining 60% is divided among the biosphere with a net loss.  We’re just not 40% of the world.

And there is so much more to learn about critical interactions in biosystems and biology. Of the 1.7 million named species, the vast majority have only been named. We don’t know about their ecology or their biology in any great detail—even when it comes to really familiar organisms around here, like Monarch butterflies. This is where we need citizen science.

There are some kinds of science that couldn’t possibly be done without the citizen component. Universities simply can’t do it, as there isn’t enough money, freedom, and humanpower. We need more people becoming informed about the science and issues confronting us today, and offer them opportunities to get involved and do something about it. At TERC, we’re looking for ways to make active use of scientific learning. One is to participate in the creation of more knowledge. That’s where citizen science can be very powerful. You can contribute to a program dedicated to a better understanding of the world. There’s a real sense of being part of a movement, and you can keep continuously learning. And at a certain point, becoming an involved citizen scientist will shape the way you engage with the world. John Dewey’s definition of democracy is a collaborative, informed, intentional enterprise to make our society better for everybody. Citizen science fundamentally reinforces this notion of democracy in a deep way.

But more than that, participating in citizen science (and math) gives one a voice and a volition. You can take part in the process of authority in our society to some degree. But the best part is that if you find some science that matters to you, it increases your ability to live with joy. And that is the purpose of science education, I believe. We should encourage all of our students to participate in citizen science because they love something about the world; and that something inspires joy and wonder.

TT: Thank you, Brian. What a beautiful observation!

Stay tuned for more interviews with TERC staff, observations post-ISTE, and some feature articles on TERC project work.

TERC_web

May 6, 2013

COMING SOON TO THE INTERNET NEAR YOU: The IGERT 2013 Video and Poster Competition!

Now in its third year, the IGERT.org 2013 Video and Poster Competition offers up a great case study in grad school scientists and engineers using social media to communicate science research to their colleagues and the public.

Sponsored by the National Science Foundation and designed and facilitated by TERC, the IGERT 2013 Video and Poster Competition re-imagines the academic poster conference as an integrated, multimedia experience to introduce faculty, students, and members of the public to the latest interdisciplinary research changing our world—and the awesome young scientists and engineers behind that work. Last year’s presenters from over 125 IGERT programs nationwide submitted 113 videos (each tallying 3 minutes or less), highlighting research across topics including biologically-inspired robotic engineering; smart textile design; nano-plasmonic engineering for energy efficiency, and more.

On May 21-24, 2013, this year’s competition will open for voting online—attracting thousands of IGERT faculty, trainees, alumni, past participants, and members of the public to view, vote, share, and ‘like’ favorite videos and posters across social networks. 50 volunteer faculty judges will choose 20 winners; 4 will be chosen by IGERT Community members; and 1 by ‘public choice’—determined by ‘Likes’ on Facebook.

META BONUS: In a classic example of students-becoming-teachers—this year’s competitors have the social media/communicating science tips of 2012 Competition Awardees to draw from, summarized in a series of 9 videos. Be sure to check them out for insight into last year’s Awardees’ best social media practices, and be sure to head to http://posterhall.org/igert2013 on May 21st to ‘Like’ and share your favorite presentation. For more information on IGERT.org or the Video and Poster Competition, visit: http://posterhall.org/igert2013/pages/about.

April 9, 2013

Thoughts from the Field: A Non-Gamer in a Gaming World

What is it like being a non-gamer at the largest gaming event on the east coast? Particularly, what’s it like being a non-gaming, STEM education writer whose idea of a ‘good game’ started and ended with Myst at the largest gaming event on the east coast?

Three words: complete sensory overload.  Energy stores depleted. Game over!

Suffice it to say that PAX East was like nothing I had ever experienced before. The typical education conference trajectory of an orderly check-in followed by easy session scheduling did not apply…at all. Instead, taking in the PAX exhibit hall, play areas, and panels at the Boston Convention Center was like being thrust into Times Square on New Year’s Eve—if Times Square was overrun with fast-moving, fast-talking youngsters wearing backpacks and whizzing into lines amidst booming sound effects, flashing camera bulbs, and the smells of stale pizza and sugary carnival fare.

Games, gamers, and more gamers at PAX East...

Games, gamers, and more gamers at PAX East…

If I had been attending PAX for user research purposes, I would have been far too intimidated to even begin the process of conducting interviews. In actuality, I was attending PAX in the company of the EdGE team—TERC’s in-house group researching and designing robust science games that gamers like to play. This year, EdGE was checking PAX East out to examine the gaming landscape —and search out any  points of intersection between the education and gaming spheres.

As we learned from the not one; not two; but THREE packed panels that examined gaming and learning, there is widespread colloquial agreement among developers and gamers alike that games should be vehicles for meaningful learning, alternative assessment, and augmenting self-efficacy in underserved populations (including those with physical and cognitive disabilities ). However, we also learned that the development pathways, empirical research, and salient examples of educational, accessible, and fun-to-play games are few and far between…

…so what does that mean for TERC, and EdGE? Well—three panels about education-driven design at a trendy gamer-focused conference just served to solidify the value and prescient orientation of EdGE’s research and game development.

In fact, EdGE is about to release a couple of wireless games to engage high school students in physics and evolutionary biology while they play games like the ones they download from the App Store. EdGE collects data from these games to research learning, and recently joined an international team of U.S. and Finnish researchers investigating engagement in game-based learning (Project FUN).  They also attended and presented at GDC  a week or so ago.  It’s clear that their playable body of work truly is at the cutting-edge cusp of gaming and education. And now, excitingly, the hippest-of-hip gamers and developers are catching on!

For news, new games to test, and more goings-on from the EdGE team, be sure to check out: edge.terc.edu.

 

March 28, 2013

“Join” EarthLabs Teacher Alison Mote on a Summer Scientific Research Expedition

This summer a team of scientists will embark on Expedition #341 aboard the JOIDES Resolution, an ocean drilling research vessel, to collect sediment samples from deep beneath the ocean floor off the south coast of Alaska. These sediments are expected to reveal valuable information about Earth’s geologic and climactic past, and to inform current scientific knowledge about the relationship between global climate change, tectonics, glacial advance and retreat cycles, paleo-ocean circulation, and Earth’s changing magnetic field.

The JOIDES (Joint Oceanographic Institutions for Deep Earth Sampling)  seagoing research vessel that drills core samples and collects measurements from under the ocean floor, giving scientists a glimpse into Earth’s development...

The JOIDES (Joint Oceanographic Institutions for Deep Earth Sampling) seagoing research vessel that drills core samples and collects measurements from under the ocean floor, giving scientists a glimpse into Earth’s development. Image © JOIDES Resolution

Periodically, between May 29th and July 29th, Expedition #341 will be LIVE-broadcasted from ship-to-shore through real-time events and interactive Skype chats with on-board scientists, technicians, and crew. Since 2009, these live broadcasts have reached tens of thousands of students, teachers, and museum visitors nationwide, offering exposure to cutting-edge research and STEM careers. Students and teachers can get involved by signing up now for the live broadcast at  or by requesting a Skype chat with the team here. Sign up now, since these Skype chats are reserved on a first-come, first-served basis.

Notably, this year, Alison Mote, a teacher at the Ann Richards School for Young Women Leaders in Austin, TX, will join Expedition #341 as one of two Onboard Education Officers. An Environmental Science and engineering teacher, Alison has worked closely with TERC researchers in developing, field testing, and refining curriculum units for TERC’s EarthLabs   project. With Alison’s support, TERC will be developing a new EarthLabs unit that tells the story of the JOIDES Resolution research expedition #341 and addresses how scientists learn about long-term climate change through sediment sampling and analysis. To learn more about the EarthLabs project and modules, be sure to visit: http://serc.carleton.edu/earthlabs/index.html.

TERC_web

February 14, 2013

Beat the Winter Doldrums With…the ‘EdGE’ of Science!

This week, the American Association for the Advancement of Science (AAAS) is convening in Boston for the 2013 Annual Meeting—bringing together scientists, educators, and research luminaries to share the latest innovations in (and applications of) scientific research.

And speaking of the applications of science—AAAS has organized a fun, free, family-centric event called the Family Science Days, happening this Saturday and Sunday (2/16 and 2/17) from 11:00 a.m.-5:00 p.m. at the Hynes Convention Center. The AAAS Family Science Days showcase interactive tabletop exhibits, hands-on demonstrations, kid-friendly activities, and stage shows from experts in the fields of biology, chemistry, nanoscience, earth and space science and more. This event open to all, but organized especially for students in grades 6 to 12. And TERC will be there!

Play Impulse, a new particle propelling challenge from EdGE@TERC!

Play Impulse, a new particle propelling challenge from EdGE@TERC!

Have a son or daughter who loves gaming, science, or solving puzzles? Be sure to check out the Educational Gaming Environments (EdGE )@TERC’s exhibit booth on Saturday or Sunday at the Family Science Days. The EdGE team of scientist-game designers and developers will be showing their newest ‘Leveling Up’ learning games, Impulse and Quantum Spectre. Stop by, play the games, ask questions, share your ideas, and learn more about how EdGE is creating compelling science-rich game experiences that gamers like to play.

Play Quantum Spectre, EdGE's new laser puzzle game!

Play with lasers in EdGE’s new Quantum Spectre at AAAS’ Family Science Days, but watch out for the spectres!

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For more information about where the EdGE team and other TERC staff will be presenting this spring and summer, be sure to visit: TERC’s newsroom.

TERC_web

January 4, 2013

Qs: What Should People Know about Energy? What are the Challenges Teachers Face in Teaching Students about Energy? What Can Be Done to Meet these Challenges?

A: The Energy Summit is on answering these questions.

Courtesy of the Energy Summit

Courtesy of the Energy Summit

Energy is everywhere—its ubiquity in our everyday lives and across scientific disciplines is unquestionable, and it is commonly considered the ‘single most important crosscutting concept in science.’ But according to the CREATE for STEM Institute at Michigan State University, STEM faculty members themselves are often challenged by the notion of applying the concept of energy to their own research and communicating its importance to non-scientists. And with the advent of the NGSS and an increased need for secondary teachers and students to acquire an understanding about energy, the informational trickledown from the energy research community to K-12 audiences is muddy, and K-12 pedagogical strategies for teaching energy are duly inconsistent…

But the Energy Summit (an NSF-funded project by CREATE for STEM) is trying to change all that. Expert researchers from all over the world were invited to a first forum this past weekend in East Lansing, Michigan to share innovations in energy education research and proposed strategies for teaching energy in the K-12 classroom. And our own Sara Lacy was there, presenting a ‘TED-style’ 10-minute talk on her paper describing the development of a learning progression to teach 3rd-5th graders about energy.

Sara, a Senior Scientist at TERC, was one of the Summit 19 experts (of 50 participants) invited to submit a paper describing her research, opinions, and questions on the teaching and learning of energy. “Looking Through the Energy Lens: A Proposed Learning Progression for Energy in Grades 3-5”—coauthored with Roger Tobin, Marianne Wiser, and Sally Crissman (also of TERC)— details elementary student ideas about energy; four foundational concepts necessary to a scientific understanding of energy; a new framework for pre-college energy education; and instructional sequences for grades 3-5. Sara is currently the Principal Investigator for an affiliated project at TERC called  Rethinking How to Teach Energy: Laying the Foundations in Elementary School.

A second forum for the Energy Summit will focus on how educators are incorporating energy concepts into secondary science content and classrooms nationally and globally.

With this great news, welcome to 2013!

TERC_web

November 29, 2012

Q&A: Dr. Jodi Asbell-Clarke and Being Cutting ‘EdGE’, Leveling Up, and Making Project FUN

At TERCtalks, we’re excited to be kicking off a series of Q&As with PIs, PDs, and the other talented staff that make us tick out here in Cambridge. In our maiden Q&A voyage, I sat down to chat with Dr. Jodi Asbell-Clarke, an astrophysicist, educator, and Senior Principal Investigator (PI) who has been working at TERC for over 20 years developing online learning progressions, coursework, and curricula in the Earth and Space Sciences. In 2009, Jodi started the Educational Gaming Environments (EdGE) group to study science learning through ‘gamer-approved’ games. In the three years since, she and her team have developed and evaluated numerous transmedia games (including Martian Boneyards and Canaries in a Coalmine); presented at GLS (Games, Learning, Society), the Cyberlearning Research Summit, and Games for Change; published an extensive compendium of research papers; and picked up a lot of consoles and tablets to clock countless in-world hours. Here, Jodi talks with me about EdGE’s current work, favorite games, and what’s next from the ‘cutting-EdGE’…of STEM gaming research and development.

Jodi Asbell-Clarke of the Educational Gaming Environments (EdGE) group at TERC

TERCTalks: Hi Jodi. Would you mind starting off by telling us how learning and gaming fit together?

Jodi Asbell-Clarke: Our research within EdGE has focused on how games people play in their free-choice time (that is, in out-of-school or informal environments) can be leveraged for STEM learning outcomes. We’re not designing to the common notion of an “educational game”— we’re trying to design and evaluate young adult games that are highly challenging, immersive, and have compelling graphics and science-rich storylines that appeal even to seasoned gamers.

TT: Could you tell us a bit more about why ‘highly challenging’ games appeal to players?

JAC: I can. Seymour Papert coined the term ‘hard fun’ in relation to his studies in engagement and motivation in learning. ‘Hard fun’ defines an experience that is fun because it is hard. Translated into game design, that means designing a game that is persistently challenging but within grasp of the player to motivate them to keep playing. Interestingly, this notion encapsulates exactly what good teaching does as well. We are constantly thinking about the notion of ‘hard fun’ or how to make our games robust with advanced science content but simultaneously within grasp for our players.

TT: Can you share with us some familiar examples of young-adult games or game experiences (either of EdGE’s own creation or of familiar name) that have had positive results for the research you do?

JAC: I have two familiar examples that have informed the game development we’ve done in EdGE. The first is the Portal series. The Portal games really intrigued me as an educator and a budding gamer. Portal features an immersive first-person environment—and the way Valve developers have scaffolded the gaming experience to build on player knowledge for advancement mirrors formal educational pedagogy. Did I mention that Portal is extremely addictive? I actually spent a lot of time grinding at the game when I should have been finishing up my dissertation…

Another example is Angry Birds. With earlier versions of Angry Birds, you again have this engaging gaming model—so like Portal, you have an embedded mechanism that is highly addictive—especially in relation to players experiencing physics. But in the early games, the developers chose not to tweak the game content to include accurate laws of motion. So with Angry Birds—you have a cool model, but the physics was misleading.  That could be worse than not having physics content at all!

In short, Portal and Angry Birds are two different models we examined when thinking of how to design games that are exciting and compelling and—with good design—can ALSO be educationally substantive.

TT: Can you tell us about a current project EdGE is working on currently to design ‘exciting and educationally substantive’ games?

JAC: We’re working on a project called Leveling Up, in which we’re designing at least four games to support and measure standards-based high school science content. We’re currently recruiting players for a game called Impulse! that starts with a simple-but-effective structure similar to that of Angry Birds—players have to propel a ball into a net. That impetus doesn’t change, but ascending levels require players to contend with gravitational forces, electrical forces, and ambient “enemy” particles that change, move, obstruct paths, and are notably dictated by Newton’s Laws. So, we’re anticipating that students who play this game will not only be better predictors of physical laws when they encounter them in class, but will have that intimate experience with physics that they can leverage in the classroom and beyond. We are using really cool new methods to measure learning in these games. NSF has funded us to look at these games as innovative assessments that could be used in future learning environments.

TT: In another current project, you’re partnering with Finnish researchers to examine STEM learning and engagement in transmedia games. How did this partnership come about?

JAC: The National Science Foundation brought together a team of 15 US and 15 Finnish researchers from different institutions—all of whom were already funded by NSF, or the equivalent Finnish agency, to do ‘cutting edge’ research in STEM education. We met at the Finnish embassy for 2 days—to learn from each other, network, and design a collaborative project. At first, that seemed impossible, but magically, at the end of 48 hours, we had a blueprint for Project FUN—short for the “Finnish-US Network”.

Over the next 2 years and 4 meetings, we’ll be sharing and evaluating our tools and methodologies for looking at engagement and learning in transmedia gaming. Right now, our US partners are comprised of WGBH (who has designed online games and some augmented reality games for elementary age students), NIU (led by Brianno Coller, who has lead the design of highly creative games with creative outcomes for college students that rely on engineering problem-solving) and the EdGE team. Our Finnish partners are also experienced in game design for public school and university audiences. Interestingly, in their research, our Finnish partners use innovative methods such as sensory tracking—things like Computer-Human-Interaction devices to study eye movement and biofeedback to examine engagement. We are really excited to blend those methods into studies with our new forms of assessment of emergent learning in games that use educational data mining techniques. We think this could be a powerful new form of assessment that will change the way people think about STEM learning and assessment.

TT: What does the education climate look like in Finland in regards to school systems, assessments, etc.? How will this inform the Project FUN?

JAC: The Finnish educators I met in in Washington talked about entirely different measures used in their school system. They look more holistically at students’ learning experience. They measure “sense of purpose” and “wellbeing” in evaluating a learning activity or assessment.

Finland is interesting because it has repeatedly performed in the top three in international comparisons of education, such as PISA. They have extremely high standards for the teaching profession, and high respect and pay for teachers. They also focus on creativity, imagination, and individual initiative in their education system, and it seems to work!

We hope that FUN will help us all to ask the right questions going forward, use the most effective tools and methodologies for studying game-based learning from our studies and the Finnish studies to create some of the most innovative learning environments out there.

TT: Do you anticipate STEM-learning through gaming can be useful for underserved learners? Why?

JAC: This gets to the heart of my work as an educator. Most of the curriculum development work I’d been doing for the past 20 years only reaches a select audience—and doesn’t impact on a significant population of underserved learners. Through game design and development, I don’t have to go through schools or struggle with trying to reach those students with learning difficulties by offering up a traditional curriculum. I get a point of entry where many underserved learners already are. Actually, I was an apathetic student in the science classroom and lab early on, so I certainly understand the need for educational content that appeals to different learning styles and capabilities!

TT: So, what’s on the horizon for you and EdGE beyond Leveling Up and Project FUN?

JAC: We have a really strong team within EdGE. Beyond our game design and development work, we’re in the process of submitting a proposal to support teachers in using games as curricular examples in school environments through new toolsets and methodologies. We just submitted a proposal for a e-sports lab that would employ collaborative tools we’ve developed in our own games and engineering design challenges to create this participatory experience where players can design everything from prosthetics to parkour shoes. And of course, we need a couple more years to validate the learning outcomes in our current games and gameplay.

We want to get to the point where it’s evident that gaming can pass muster for real learning assessments. We have great partnerships with GameGurus, our evaluation team New Knowledge Organization, and other researchers like the University of Wisconsin with whom we are designing backend mechanisms to collect research data on players that can be integrated with school data. Ultimately, the goal of all of our work with EdGE is to build towards ubiquitous learning environments—through the measurement, tracking, and further validation of game-based learning.

For more information about EdGE, please visit the EdGE website, and connect with the team via their blog, Facebook and Twitter.

June 22, 2012

“Looking Out the Window and Looking at the Earth”: Exploring the Third Planet from Space with The Man on a Mission and Windows on Earth

I’d venture a guess that very few of us fulfill our childhood professional aspirations. I am fairly certain that I—for one—will never be a princess, professionally or otherwise. I know my good friend didn’t become a veterinarian, and I certainly know that my younger brother hasn’t (and probably will never) drive a dump truck. On the other hand, I am very impressed by those who do make good on their childhood ‘callings’—especially if those callings could change the way we see the world.

Richard Garriott is one of those people whose desire to become a space explorer has changed the way we view our world—and beyond that—intergalactic travel. While perhaps easy to peg him initially as an “experience hunter”, Garriott’s 2008 voyage into space as the first American 2nd Generation Space Flight Participant has opened up possibilities for privatized space travel and consequently—greater understanding of our vast universe.

“Man on a Mission” is the documentary released this year that paints the portrait of the ineffably driven Garriott—a game development guru and son of Skylab astronaut and scientist Owen Garriott. While nearsightedness prevented Richard from ever pursuing his dream career as a NASA astronaut, his entrepreneurial successes allowed him to invest in early commercial space ‘tourism’, private space travel research and development, and then millions (and a rigorous year of training) to join the Russian team on Soyuz TMA-13 for a 10-day trip to the International Space Station in 2008. Coming full circle from near-sighted and Earth-bound, Richard’s Lasiked eyes and scientific proclivities served him well onboard the 2008 flight. He not only conducted a visual acuity experiment for NASA, but he replicated the 1973 photographic targets taken on his father’s mission to show natural and human influence over the course of one generation of space travel. Better yet, he used a beta version of Windows on Earth—a TERC-developed software tool now approved by the International Space Station as a standard tool for Earth observation and targeting. It’s always a special moment when we see TERC resources being used on film!

Image of Richard Garriott’s Windows on Earth interface courtesy of sensysmag.com

Windows on Earth (WinEarth) was originally developed by TERC with funding from the National Science Foundation ( grant #DRL-0515528) as an educational tool for use in museums, and it is currently installed at the National Air and Space Museum, Boston’s Museum of Science and several other museums. Members of the Association of Space Explorers recognized the potential of the simulation software to assist astronauts in scientific Earth photography on the ISS. With funding from the Center for the Advancement of Science in Space (CASIS), TERC is currently enhancing the Windows on Earth software and adapting it for use by astronauts to replace the current multi-step process for targeting, photographing and geo-referencing images.

“If you asked any person who has returned from space what they enjoyed the most, the answer will come back, ‘looking out the window and looking at the earth’,” said Owen Garriott in the film. Thanks to the Garriotts’ missions and TERC’s development of the WinEarth software, perhaps our future will be rife with enhanced zero-gravity exploration and images of our planet captured for posterity by Windows on Earth.

If you were to ask me now, I’d tell you this: I’d like to be a space explorer and view our amazing planet from the sky when I grow up…

June 7, 2012

“Going Green” with GECCo and Girl Scouts!

Remember when you got your first badge? Or that blustery day when you were with your troop, picking up litter along the beach and learning about coastal organisms? Perhaps, like me, you remember last year when you brought home two boxes of Thin Mints from the Annual Cookie Sale. No matter what the precise memory, for most, a mere mention of “Girl Scouts” sparks multiple positive connotations—after all, the Girl Scouts have established one of the best-known leadership, mentorship and service programs for young-to-adolescent girls across the country.

This year marks the 100-year anniversary of the Girl Scouts—and the national theme for the centennial celebration is “Going Green”.  Our local council—the Girl Scouts of Eastern Massachusetts (GSEM)—is adopting a TERC-created patch program for Juniors and Cadettes called GECCo (The Girls Energy Conservation Corps) that educates Scouts in energy conservation, energy use and climate change, and environmental stewardship. Funded by the National Science Foundation, the GECCo project team created tools, activities, and games to help girls understand how they use energy; how they can save it; and how they can act as leaders in their communities.

So, the quick story is this: GECCo helps girls increase their self-and-collective efficacy about making a difference for the environment. And—as any GECCo patch recipient would tell you—“going green” has never been so much fun!

While the GECCo project has already reached over 4,000 girls in Eastern Massachusetts due to this partnership with GSEM, it will now have a potential audience of thousands more girls nationally. In addition, the GECCo project team is hoping to develop a second iteration of the project that will be gender-neutral and can be worked into after-school programming. Go go GECCo!