Our projects and research shape the STEM education field by introducing innovative curricula and improving student access to STEM.
We support more than 60 active projects every year, and our high-quality, innovative research is based on the understanding that for STEM, real-world application matters. We inspire, motivate, and create life-long learners by helping students connect what they are taught in the classroom to the world around them.
These projects and our research are designed to encompass a wide range of subjects and disciplines within STEM education and teaching methods to expand accessibility for all eager minds.
Can’t find what you need? Explore our archive of past projects.
Developing and evaluating a video game that empowers student learning through collaboration and exploration to solve problems.
IDATA engages middle and high school students in designing software to make astronomy accessible to people with blindness or visual impairments.
IMS-SEIL is an institute on qualitative meta-synthesis methods for STEM education graduate students, postdocs, early career researchers, and faculty.
MMTP supports the improvement of STEM teaching and learning in a large, urban district, by providing experienced teachers with opportunities to earn micro-credentials as they acquire additional content knowledge for teaching, engage in classroom-based action research, and assume instructional leadership roles.
NSP is a longitudinal study on the experiences of Native STEM students, faculty, and professionals and the barriers and supports they encounter in STEM.
Neurodiversity in STEM is a network of educators, researchers, and designers studying new methods to reveal, nurture, and support STEM problem-solving talents in neurodivergent learners.
NeuroVivid Pathways is a STEM maker camp and educator training initiative for neurodivergent middle schoolers in Massachusetts, New Jersey, and Alaska.
This project looks for large scale impacts of such a widespread, sustained-over-time experience on students, teachers, schools and communities.
Investigators from TERC, Landmark College, and MIT collaborated to examine the relationships among patterns of play in a digital game (“Impulse”), student attention (measured from eye- and head-tracking devices); and student learning about Newton’s first and second laws.
Robots in Science supports middle school physical science teachers to develop and implement integrated robotics units in their classrooms.