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.
“iSWOOP is a way to bring scientists, educators, and interpreters together to foster a better understanding of science that’s going on in national parks.” — iSWOOP Scientist
The LEAP into Science program combines children’s science-themed books with hands-on science activities to promote life-long interest and knowledge of science and does so through partnerships with informal educators at libraries, museums, and other out-of-school time providers.
EdGE designed three games with mechanics related to high school science concepts and researched how gameplay, as well as bridging from the game to the classroom, impacted student learning.
The TERC Life Sciences Group, a research and development program, is founded on the conviction that students can and should experience the life sciences as dynamic fields of inquiry whose diversity reflects the immense diversity of living systems.
Conducting a systematic synthesis of the empirical literature on women of color in computing and technology.
Make Connections is a collaborative, multi-year effort to develop, evaluate, and nationally disseminate an English/Spanish math program for young children and their caregivers.
EdGE and Virtual Space Entertainment (VSE) developed Martian Boneyards—a game of scientific collaboration in the HD, MMO environment Blue Mars—and researched how adult players developed science inquiry skills through solving the science-based mystery.
The Math in the Making project asks the question: Can we leverage participation and success in making to help someone who thinks they aren’t very good at math come to see themselves as mathematically competent?
Researchers are studying the development of implicit computer skills through a 3D puzzle-based game called May’s Journey.
MPACT brings 3D design, making, and printing to students in California’s agricultural region, in service of learning mathematics, spatial reasoning, and computational thinking.