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.
MPACT brings 3D design, making, and printing to students in California’s agricultural region, in service of learning mathematics, spatial reasoning, and computational thinking.
MSPnet.org is an online professional learning network created to serve NSF’s MSP (Math and Science Partnership) program. It facilitates the sharing of strategies, challenges, resources, and expertise within and across MSP projects.
MIaFS addresses a largely under-studied population, in this case Faculty of Color in STEM (FCS) who are also Gender and Sexual Minorities (GSM), through the use of methods rarely used in STEM education research, namely participant-generated Arts-Informed Research (AIR).
This fellowship will result in two case studies that explore the persistence of Native American women in computing and technology higher education.
This study examines landscape data and trends on participation of Native women and two-spirit individuals in computing through a scoping review of the existing literature.
Project LEAP researchers are developing a Grades K–5 Early Algebra Learning Progression (EALP) to foster young children’s algebraic thinking and are testing its potential to improve children’s algebra-readiness for middle grades.
The REVEAL team explored the role of museum educators in deepening and extending family engagement and learning at interactive math exhibits.
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.
SEEC offers consultation, external evaluation, and research support for existing STEM education grants and programs and collaborates with proposal writing teams to design studies.
The glossary apps are six venue-specific signing glossaries researched and developed for deaf and hard of hearing individuals, age 5 and above, who visit informal learning venues.