Core Reaction: Connecting Classrooms with STEM Careers in the Nuclear Energy Industry

Core Reaction,http://corereaction.org, is an engaging,story-based, free, online game that provides students with a first-hand understanding of careers in the nuclear energy field. Students learn how nuclear energy is created, correlated with National Science Education Standards. Through a series of simple decisions and equations, students are provided with the opportunity to discover how math and science skills they have learned in the classroom correlate with real-world applications. This two-fold focus – providing insight into career opportunities while enhancing math and science education is based on the EnergySolutions Foundation's mission to promote STEM education. Core Reaction also addresses pressing concerns about a pending industry-wide workforce shortage.

About You

Organization: EnergySolutions Foundation Visit websitemore ↓↑ hide↑ hide

About You

First Name

Kiersten

Last Name

Clements

About Your Organization

Organization Name

EnergySolutions Foundation

Organization Phone

801-649-2286

Organization Address

PO Box 510583 Salt Lake City, UT 84151

Organization Country

United States, UT, Salt Lake County

Country where this project is creating social impact

United States, XX

Is your organization a

Non‐profit/NGO/citizen sector organization

How long has your organization been operating?

More than 5 years

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Innovation

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Entry Form title

Core Reaction: Connecting Classrooms with STEM Careers in the Nuclear Energy Industry

What change do you want to bring to the world?

Core Reaction,http://corereaction.org, is an engaging,story-based, free, online game that provides students with a first-hand understanding of careers in the nuclear energy field. Students learn how nuclear energy is created, correlated with National Science Education Standards. Through a series of simple decisions and equations, students are provided with the opportunity to discover how math and science skills they have learned in the classroom correlate with real-world applications. This two-fold focus – providing insight into career opportunities while enhancing math and science education is based on the EnergySolutions Foundation's mission to promote STEM education. Core Reaction also addresses pressing concerns about a pending industry-wide workforce shortage.

What are the primary activities of your project?

The Core Reaction game and website include four main components to teach science content and motivate interest in STEM careers in the nuclear energy industry:

1. Game Play - Core Reaction is a role-playing game in which students select one of five nuclear professionals they will play in the game. Each position has a variety of tasks students must manage to help run the nuclear power plant. This game play experience will help students recognize the connection between the science they’re learning in the classroom and their potential to be STEM professionals in the nuclear energy industry. Visit http://corereaction.org/ to learn more about the game.

2. Assessment – Teachers can program the game to administer an assessment to students at the end of the game. Based on National Science Education Standards, the assessment will provide instant feedback about students’ science content knowledge gains.

3. Supplemental Activities and Videos – The website will include supplemental activities teachers can use to reinforce content taught in the game. The website will also include video interviews with nuclear energy professionals to further motivate students to consider STEM careers in the nuclear energy industry.

4. Student Dashboard – At the end of playing the game, students will be shown a dashboard that provides additional information about the STEM career they just played. The dashboard will help students understand what needs to be done to transition from being a middle school student to a nuclear energy professional.

What is innovative about your initiative? How is it a new contribution to the field?

The significant number of students choosing not to pursue STEM education threatens the United States’ security and economic prosperity in a global marketplace. The nuclear energy industry is particularly invested in encouraging students to pursue STEM careers, because the industry will shortly experience a workforce shortage.

Organizations like the Center for Energy Workforce Development (CEWD)and the Nuclear Energy Institute actively address the workforce shortage through a variety of strategies. CEWD has created the impressive website, Get Into Energy, with the goal of creating awareness about career opportunities available in the energy industry. Many nuclear utilities also have education outreach programs that provide classroom speakers and/or supplemental tools for teaching nuclear energy. Whyville's energy game, WHYPOWER, explores topics and careers related to a variety of energy resources as students manage Whyville’s power grid. Although WHYPOWER has role-play activities for technicians and engineers, the Core Reaction role-play experience is intended to explore the STEM positions in much greater depth.

Where the Core Reaction game and website differ from these resources, is in the knowledge and motivation gained through providing students with an increased level of engagement through role play. Students have the opportunity to feel what it’s like to perform the duties of an engineer, reactor operator, used fuel specialist, etc. Instead of just reading about the career or listening to someone talk about the career, students can experience the career.

What stage is your project in?

Idea phase

Tell us about the community that you engage? eg. economic conditions, political structures, norms and values, demographic trends, history, and experience with engagement efforts.

Core Reaction is being designed for use in traditional classrooms, but has tremendous potential to be used across a wide range of learning environments, including:
• Cyber/virtual schools
• Home school settings
• After-school programs
• Science and technology centers and museums

The free game will be available to anyone with access to the internet or many mobile devices. According to the NPD Group, a leading North American market research group, 46 million children between ages 5 and 17 are gamers (http://www.theesa.com/gamesindailylife/education.pdf). Thirty percent of children ages 6–17 go online to play individual or multiplayer games at least once a week (http://www.fas.org/gamesummit/Resources/Summit%20on%20Educational%20Game...). By targeting this demographic, the EnergySolutions Foundation and its partners can increase STEM competency and career awareness among an age group that is, for the most part, unfamiliar with engineering and related careers. In its report, Engineering in K-12 Education, the National Academy of Engineering and the National Research Council reported that “many students who are capable of becoming engineers never even enter the educational pipeline leading to an engineering career because they either do not understand what engineers do or they do not believe that they have the necessary aptitude or interests to become engineers.” Core Reaction is meant to combat this lack of awareness and ignite the interest needed to motivate students to pursue STEM education.

Share the story of the founder and what inspired the founder to start this project

While working for the EnergySolutions Foundation, I learned that the nuclear industry is approaching a workforce shortage that will create a variety of job opportunities for high school graduates through PhDs. I also discovered that nuclear plants pay their workers approximately 36 percent more than average salaries in the local area. In spite of this, according to the U.S. Department of Labor, "stereotyping of energy careers as unstable, dangerous, and low-skilled causes qualified workers, especially youth, to be unaware of the many highly skilled, well-paying career opportunities the industry offers." I came to the conclusion that the foundation had a unique opportunity to develop a tool that would help students explore STEM careers in an industry that most students know very little about, but that is ripe with opportunity.

Based on further research, I determined that an online game would provide the following benefits:

1. Teaching in a style for 21st century learners:engaging graphics and videos; fast paced and retains interest, simple and straight-forward interfaces and controls that are intuitive to use; communication and teamwork, through networked play; immediate feedback; and a compelling game-play element.

2. Ability to potentially reach thousands of students
3. Ability to track usage through web analytics
4.Easy-to-use resource for teachers requiring minimal preparation time

With this understanding, the EnergySolutions Foundation began the development process for Core Reaction.

Social Impact

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Please describe how your project has been successful and how that success is measured

Core Reaction is still in the development phase. The EnergySolutions Foundation plans to spend the next 6 months fundraising and then the following 12 months in game development. Once the game is complete, success will be measured based on the following criteria:

1. Reach – The number of people playing the game or are using web content. Through web analytics and log in data we can evaluate if our target audience, teachers and their students, are using the game.
2. Knowledge Gains
3. Career Motivation - Because science content knowledge gains and career motivation are two of the main objectives for Core Reaction, the EnergySolutions Foundation has included in the project budget to hire the Center for Technolgy in Teaching and Learning at Rice University to help evaluate whether or not the game does increase science content and career motivation. Dr. Leslie Miller’s team has conducted research on the efficacy of online science games to teach science content and to increase interest in STEM careers. We’re anxious for similar evaluations to be conducted on Core Reaction.

How many people have been impacted by your project?

Fewer than 100

How many people could be impacted by your project in the next three years?

More than 10,000

How will your project evolve over the next three years?

Over the next three years, Core Reaction will be developed and launch. Other than the actual development of the game, the main evolution the foundation expects to see is not in major changes to the game, but changes as to the number of people and types of people playing the game.

The initial audience, for the game, will most likely be science teachers with special interests in energy curriculum or using technology in the classroom. After the game launches and the initial group of interested teachers uses the game in their classroom, we expect teachers less engaged in the topic to try the game in response to teacher testimonials or word of mouth. After the game has gained some traction in the classroom,we expect to see more students playing the game at home.

Sustainability

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What barriers might hinder the success of your project and how do you plan to overcome them?

The greatest hurdle for Core Reaction will be funding. The EnergySolutions Foundation (ESF) will be seeking sponsorships from utilities to finish game development, and to sustain the game for five years post launch. If ESF is unable to raise the money needed to proceed, the foundation will next apply for grants from foundations that sponsor STEM and/or technology in teaching projects. Another source of funding are technical colleges looking to recruit students into their nuclear-specific programs.

Another barrier will be teachers or critics who don’t want nuclear energy taught in the classroom. ESF has distributed thousands of free nuclear education tools to teachers who are anxious to use them. While some teachers will choose not to use the game, the foundation’s response to criticisms may include the following:

1. Teachers play an important role in preparing the next generation to make significant energy policy decisions. Students should be taught about all forms of energy, including nuclear. Currently nuclear energy provides nearly 20% of the nation’s electricity and 70% of the nation’s zero-emission electricity.

2. Much of President Obama’s “Educate to Innovate” campaign relies on partnerships with the private sector. One of President Obama’s priorities is “expanding STEM education and career opportunities for underrepresented groups."Regardless of one’s personal beliefs about nuclear energy, Core Reaction helps students learn about careers they may not normally be aware of, and motivates interest in STEM careers.

Tell us about your partnerships

ESF hired Imagine Education for game design and development. Imagine Education funded, developed and launched its premier project, Ko’s Journey, an online math game for middle school students in less than a year. Ko’s Journey was recently awarded $500,000 from the highly competitive Next Generation Learning Challenges grant. It was also a winner in the Popular Vote in the National STEM Video Game Challenge. Scott Laidlaw EdD., founder of Imagine Education, has tirelessly researched the mechanics of the nuclear energy industry and the roles of key professionals. He has tested game story and art concepts with students and has been thorough in working with programmers and artists to identify the best platform for the game to be designed in, based on user needs and trends in technology.

Nuclear energy professionals from EnergySolutions, the Nuclear Energy Institute, and nuclear utilities, Entergy and Southern Nuclear Company, have spent many volunteer hours sharing their expertise with game designer, Scott Laidlaw.

Dr. Melanie Stegman, Program director of Educational Technologies at the Federation of American Scientists (FAS), has served as an advisor to ESF on navigating many of the complexities of producing an online educational game. Dr. Stegman manages the FAS game, Immune Attack (http://www.fas.org/immuneattack/players-2/download), and is currently working on the production of Immune Attack 2.

ESF is looking forward to working with Dr. Leslie Miller at the Center for Technolgy in Teaching and Learning at Rice University, to evaluate the game’s effectiveness and publish results.

Current annual budget of project, in US dollars

$50,001‐100,000

Explain your selections

The original investment for Core Reaction was donated by EnergySolutions. The annual dollar amount indicated, covers remaining cost of game development including marketing, research, travel expenses, video content, miscellaneous expenses and five years of game and website maintenance. The EnergySolutions Foundation (ESF) plans to approach nuclear utilities and related organizations (Nuclear Energy Institute and possibly the Department of Energy) to help fund these costs. The initial investment was made so that enough information would be in place to approach potential funders. The deliverables for this initial development phase included a technical design document, backstory storyboard, 60 second script sample, animated story sequence, game art, music samples, website architecture, and technical consultation.

As previously mentioned, the budget includes the cost to maintain the game for five years after the game is launched (~$1,000 per month). At the completion of the five years, and based on the game’s success (i.e. usage, research results of science content and career motivation), the Foundation will decide whether to continue to fund game maintenance independently, or work to renew sponsorship support to not only maintain the game, but create new video content or game features.

How do you plan to strengthen your project in the next three years?

Imagine Education has proven its ability to design engaging educational games for middle school students. However, ESF and its partners need to create the publicity and interest to get teachers, students, and parents to the site to play the game. Using the new rules of marketing, attributed to the internet and social media, ESF plans to begin engaging potential game players in the next few months. This will be done through regular blog posts, online news releases, and later on a trailer video. Creating this following over the next 18 months will play a significant role in the games’ initial success.

Core Reaction will also be strengthened through a partnership with the Center for Technology in Teaching and Learning at Rice University. ESF is planning to use the center for feedback on the game design, to help with recruitment of schools to test the game, to design the test procedure, to analyze the results, and to assist in writing a publication of the results. Prior to the game’s launch, this partnership will add an additional level of expertise to ensure that the game is effective in teaching science content. Once the game is launched, published research should add value to the game and contribute to the current research available on the efficacy of online games to teach science content.

Partnerships and Accountability

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Please tell us more about how your partnership was formed and how it functions. What specific role does each partner play? What unique resources does each partner bring to the initiative?

Imagine Education
I met game designer, Scott Laidlaw at a STEM conference in New Mexico in October 2010. I originally contacted him with questions regarding his experience distributing his online math game, Ko’s Journey. It quickly became apparent that Scott had the passion and expertise in the education sector to design a game that both teaches and inspires. Scott conducts industry-specific research and works with the artist and programmer to design a game that best meets the foundation’s objectives. My job has been to ensure that Scott is introduced to the appropriate nuclear energy professionals so that he has the knowledge he needs design a game that accurately reflects careers found in the nuclear energy industry.

Industry Professionals
Nuclear energy professionals from Energy Solutions, Southern Company, Entergy, and the Nuclear Energy Institute have served as consultants on the project. They have shared their expertise about the nuclear fuel cycle and the responsibilities of the professionals working in the industry. They have helped our game designer identify positions and situations that should be focused on during game play.

Educational Consultants
Middle school science teacher, Shannon Hudson is serving as the head educational consultant for this project. Her main responsibility is to ensure that the game meets science teachers’ educational needs, particularly that it satisfies national science education standards. Shannon has taught 7th and 8th grade science and health for 20 years. She has an undergraduate degree in elementary education with a minor in junior high science and a master’s degree in curriculum and instruction. Among many accomplishments, Shannon was the 2010 National Health Physics Society Teacher of the Year for the chemistry unit that she developed covering topics ranging from the basic structure of the atom to nuclear energy. She was awarded the Biocrossroads Award to pursue professional development through the Indiana Science Technology Engineering and Mathematics (I-STEM) resource networks. She also has been a teacher leader for PRISM, a STEM Education portal run by Rose-Hulman Institute of Technology, creating one of nine pioneer projects that demonstrated the efficacy of the on-line gathering space. During the summer of 2007, she participated in Power Up for Science through Indiana University to create a problem based unit that would allow middle school students to study renewable energy resources. Shannon was the 2006 Indiana Computer Educators Teacher of the Year. She is a writer for WebLessons, an E-learning system and has presented at conferences including the Hoosier Association of Science Teachers, National Gifted Conference, and the National Service Learning Conference.

In addition to Shannon, other teachers are being asked to contribute questions for the assessment at the end of the game. With time, more teachers and classes will be recruited to test game prototypes and to conduct research regarding the game’s efficacy to teach science content and motivate kids to pursue STEM careers.

Research Consultants
We have budgeted to hire Dr. Leslie Miller’s team from the Center for Technolgy in Teaching and Learning (http://cttl.rice.edu/default.aspx) at Rice University to provide feedback on the game design, help with recruitment of schools to test the game, design the test procedure, analyze the results, and assist in writing a publication of those results. Dr. Miller has conducted extensive research on the efficacy of online science games. We hope that research results regarding Core Reaction will both increase teacher confidence to use the game and contribute to the research available to other organizations considering developing online games.

Sponsorship Partners
If we are successful at receiving sponsorship support from a handful of the nuclear utilities, we will have great opportunities to market the game at the local level. Sponsoring utilities will be motivated to share their involvement with the game within the communities they serve. We foresee sponsors promoting this resource through a variety of outlets including links to the game on online billing statements, hosting lunch and learns for teachers to familiarize them with the game, promoting the game at state science teacher association conferences, and encouraging employees to share the game with their children’s teachers.

We also expect to increase the number of industry professionals contributing to the game design as sponsors are invited to participate with game development. Some of the professionals will also be featured in video interviews on the website.

How are you building in accountability for students' successful STEM learning outcomes? Please provide a summary and examples.

The EnergySolutions Foundation is currently working with teachers to create an online assessment that will be available for students to take at the end of game play. The assessment is being designed now to ensure that the game content is designed with these learning objectives in mind. The goal is for the game to meet National Science Education Standards for 6th through 8th grade students. The assessment will provide immediate feedback to teachers so that they can identify concepts that students have mastered and those that need more attention.

Needs

Investment, Marketing/Media, Mentorship.

Please use this space to elaborate on your selection above and/or to add needs that may not be listed.

Investment: Our greatest need is currently funding to finish game development. In addition to the investment, receiving funding through this Changemakers competition would add valuable support for this concept as we approach other potential sponsors.

Marketing/Media: We are anxious to talk with anyone willing to discuss Core Reaction in their social media, with their cohorts, or in their professional groups.

Mentorship: We are always interested in talking with people who have experience with similar types of projects. If you are willing to respond to occasional emails or phone calls related to fundraising, marketing, or project management, we'd appreciate your sharing your expertise.

Offers

Marketing/Media, Collaboration/Networking, Innovation/Ideas.

Please use this space to elaborate on your selection above and/or to add offers that may not be listed.

Marketing/media - We would like to help promote other organizations' STEM initiatives through the foundation's social media.

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