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.

  • Focus Populations

  • Content Areas

Aprendiendo
Aprendiendo

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.

Backyard Wilderness
Backyard Wilderness

The Backyard Wilderness project is an evaluation of the informal and formal educational outreach campaign associated with the giant screen film, Backyard Wilderness.

CodePlay
CodePlay

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
Designing Biomimetic Robots

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
EdGE

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”.

Engaging Non-Majors in Authentic Research through Citizen Science
Engaging Non-Majors in Authentic Research through Citizen Science

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.

Environmental Innovation Challenges
Environmental Innovation Challenges

Teaching and Learning Science Practices in the Context of Complex Earth Systems

ESSIL: Extracting Salient Scenarios from Interaction Logs
ESSIL: Extracting Salient Scenarios from Interaction Logs

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
FUN

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.

Guiding Understanding via Information from Digital Environments (GeniGUIDE)
Guiding Understanding via Information from Digital Environments (GeniGUIDE)

SEEC’s process evaluation focuses on teacher plans, concerns, and instructional needs.