New York Hall of Science (MS Word)



|Grantee: |New York Hall of Science |

|PR Award Number: |U411C110310 |

|Project Title: |Sic Games: A Technology-enhanced Model for Bridging Informal and Formal |

| |Science Learning |

|Project Director: |David Kanter |

|Amount of Award: |$2,995,642 |

|Length of Award: |5 Years |

|Absolute Priority: |Promoting Science, Technology, Engineering, and Mathematics (STEM) Education|

|List of Partners (with states for each) |American Institutes for Research |

| |Parsons The New School for Design |

| |Learning Games Network |

| |New York City Department of Education |

|Project Website: |TBD |

|Description of Project: |The New York Hall of Science proposes an Investing in Innovation development|

| |grant to address Absolute Priority 2Promoting STEM Education. We focus on |

| |the goal of increasing the number of individuals from groups traditionally |

| |underrepresented in STEM, including minorities, providing them with access |

| |to rigorous and engaging coursework in STEM that will prepare them for |

| |college and/or careers in STEM. We aim to do this by developing, |

| |implementing, and evaluating a new system of technologies (Competitive |

| |Preference Priority 10), Sic Games, designed to bridge formal classroom and |

| |informal playground science learning environments. Research tells us that |

| |informal science environments low stakes quality can have a positive impact |

| |on students science affect, but are much less effective for science learning|

| |than inquiry-based classroom instruction, which, however, has been shown to |

| |have limited positive impact on these students affect. We draw from recent |

| |studies on guided play and gaming to hypothesize that an informal game with |

| |science intrinsically integrated into the gameplay paired with formal |

| |classroom inquiry could support student improvement in both affect and |

| |learning, both being necessary to enter the pipeline to STEM careers. We |

| |propose to develop and test Sic Games, a suite of technologies that turns |

| |student’s playground play into a game. The game requires students to learn |

| |and use target physics concepts and the technology logs physics data during |

| |student’s playground gameplay. Student data is incoporated into a digital |

| |app, which is designed to support deeper inquiry into the core science |

| |concepts back in the classroom. We will develop and test three Sic Games |

| |that address three core 8th grade physics concepts about force and motion. |

| |We will conduct an Implementation study in Years 1 and 2 with 2,000 New York|

| |City students from groups underrepresented and their 30 teachers. In Years 3|

| |and 4, we will conduct an impact study with 6,000 students and 80 teachers. |

|Project Evaluator: |Jonathan Margolin, Ph.D |

| |jmargolin@ |

|Organization: |American Institutes for Research (AIR) |

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