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.
A research project to learn from Spanish-speaking parents of pre-K children, how they engage in and access the Aprendiendo Math Talk training via the use of videos and social media.
The Backyard Wilderness project is an evaluation of the informal and formal educational outreach campaign associated with the giant screen film, Backyard Wilderness.
Through a Researcher Practitioner Partnership (RPP) between Braintree Public Schools and EdGE, the team is building CodePlay—a strong foundation of teachers and suite of materials for the teaching and learning of CT—in upper elementary and middle schools across Braintree MA, considering a broad audience of diverse learners with cognitive differences.
Designing Biomimetic Robots is creating and studying an interdisciplinary learning environment for middle school students, by having students study the natural world and use what they learn to design their own robots.
EdGE is a team of educators, designers, and researchers who design and study digital games and environments to learn how to engage ALL learners in STEM, especially those who are “falling through the cracks”.
The project studies learning gains and attitudinal changes among students. TERC’s evaluation works with faculty to explore implementation, usability, and the potential for sustainability and spread.
Teaching and Learning Science Practices in the Context of Complex Earth Systems
Extracting Salient Scenarios from Interaction Logs helps students understand the principles of complex systems by developing a new type of education technology to support their learning and participation in the multi-person immersive simulation.
FUN brought together learning-game research teams from Finland and the USA to conduct cross-team studies looking for similarities and differences arising in different cultures and different gaming environments.
SEEC’s process evaluation focuses on teacher plans, concerns, and instructional needs.