SciGames: Using Play to Bridge Informal to Formal Science Education to Attract Diverse Students to Science
The change we want to bring is to attract more students onto the path to science and engineering (S&E) careers, including an increasing proportion of students from gender and ethic and racial groups currently underrepresented in science and technology careers. The S&E workforce is fast-growing: more than 5 million strong and projected by the U.S. Bureau of Labor Statistics to grow faster than any other sector in coming years. This growth rate provides an opportunity as well as an obligation to draw on new sources of talent to make the S&E workforce as robust and dynamic as possible. But we start from a challenging position: underrepresented minority groups comprised 28.5 percent of our national population in 2006, yet just 9.1 percent of those in S&E occupations. We aim to change this.
About You
About You
First Name
David
Last Name
Kanter, Ph.D.
About Your Organization
Organization Name
New York Hall of Science
Organization Website
Organization Phone
718-699-0005 ext. 974
Organization Address
47-01 111th Street
Organization Country
United States, NY, Queens County
Country where this project is creating social impact
United States, NY, Queens County
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
Entry Form title
SciGames: Using Play to Bridge Informal to Formal Science Education to Attract Diverse Students to Science
What change do you want to bring to the world?
The change we want to bring is to attract more students onto the path to science and engineering (S&E) careers, including an increasing proportion of students from gender and ethic and racial groups currently underrepresented in science and technology careers. The S&E workforce is fast-growing: more than 5 million strong and projected by the U.S. Bureau of Labor Statistics to grow faster than any other sector in coming years. This growth rate provides an opportunity as well as an obligation to draw on new sources of talent to make the S&E workforce as robust and dynamic as possible. But we start from a challenging position: underrepresented minority groups comprised 28.5 percent of our national population in 2006, yet just 9.1 percent of those in S&E occupations. We aim to change this.
What are the primary activities of your project?
To bring about this change, we are developing and disseminating SciGames, a dramatically different approach to how schools teach science that bridges informal and formal science learning, using play to improve *both* science attitudes and achievement, both being necessary to engage students who are otherwise being turned off to science.
A SciGame to teach physics begins with informal playground play and uses a range of technologies including sensors and digital input devices that are added to the playground equipment to support students playing games. The game play is carefully designed to insure that science content is integrated into the parts of the game that are the most fun to play. For example, a simple playground slide can be enhanced with motion sensors as well as a goal and rules and scoring such that the fun of repeatedly sliding to win the game at the same time motivates a series of experiments exploring frictional force.
Each SciGame incorporates a computer application (a “digital app” that runs on desktop, laptop, or portable computing device) paired to the informal experience. In this example, the digital app simulates the informal playground game, allowing students to inquire into quantitative data logged automatically during game play and also supporting them in generating new data. The digital app supports students doing inquiry in the classroom in a way that continues to be fun and engaging, while helping students formalize the science concepts.
By grounding students' science experience in play, we expect to turn off fewer students, improve more students' attitudes toward science in addition to their science learning, and ultimately attract a broader group of students to science. In the near term, our project seeks to design, develop, test, and broadly distribute a series of SciGames to teach middle school physical science, for which prototypes have been created. Another primary activity of our project is to package the SciGames into easy-to-use kits that teachers can set up on their own school playgrounds, beginning the inquiry during play in this informal space and then bridging back to the formal science classroom. Lastly, our project provides training for teachers in both setting up and using the SciGames with their students.
As we describe the research base and preliminary findings for this idea below, we believe we have identified a new paradigm for supporting students' science engagement and learning by bridging across the formal and informal sectors, which has the potential to deeply motivate students’ passion for and interest in science. The SciGames experiences will sustain the positive impact on affect that is the hallmark of informal settings, amplify that impact through the use of technologies that support students’ engagement, deepen their learning through repeated game-like experimentation, and sustain this positive impact on affect into the classroom where science concepts are formalized. In this way, building SciGames that target core science concepts and distributing the SciGames and related training to support large numbers of urban teachers using them with large numbers of underrepresented students has the potential to lead to the change we want to bring to the world.
What is innovative about your initiative? How is it a new contribution to the field?
The social issue that our project addresses has been inadequately addressed by field trips to informal science environments, which have been shown to have positive impact on aspects of students’ science affect, including intrinsic motivation and engagement. However, these informal experiences help students learn small-scale, counterintuitive facts rather than large-scale scientific principles. Overall, informal science environments are less effective building the formalized science knowledge that is the goal of schooling. On the other hand, inquiry-based lessons in formal science classrooms help these students improve their understanding of, and ability to use, scientific principles. However, formal inquiry-based instruction has been found to have limited positive impact on these students’ science affect: motivation, engagement, and interest. Formal science education engages only a small percentage of students and has been less successful for low-income and female students or students from ethnic or racial groups underrepresented in science and engineering careers. To attract more and more diverse students into the STEM pipeline, we are exploring using play as a way to bridge informal and formal science learning environments to support students improving *both* their science affect and learning together. Finding a way to do this is what is innovative about our initiative that significantly re-envisions how students are engaged to do science using informal resources. The design of our SciGames is a significant contribution to the field, as is their rigorous testing.
What stage is your project in?
Operating for less than a year
Tell us about the community that you engage? eg. economic conditions, political structures, norms and values, demographic trends, history, and experience with engagement efforts.
The SciGames program will reach middle school students in New York City who are from gender, ethnic, and racial groups underrepresented in science and technology careers. The students we engage by working with nearby schools and teachers is approximately 40% African American, 10% Hispanic, 10% Asian and Pacific Islander, 10% Other, and 30% Caucasian. NYSCI is located in Queens, NY, which is among the most ethnically diverse in the country.
Share the story of the founder and what inspired the founder to start this project
This project began under Mrs. Sara Lee Schupf, the namesake of the Sara Lee bakery brand and philanthropist who helped create the 60,000 Science Playground at the New York Hall of Science. Mrs. Schupf wanted to find a way for all students, regardless of their gender, race, or ethnicity to see that their playfulness- their natural curiosity and desire to explore- meant that not only could they do science, but that they liked doing science. The current project is an effort to find a way to support more students in urban schools having a Science Playground experience on their school playgrounds, and one that supports their science teachers instructional goals. This work is being led by David Kanter, Ph.D., whose research on inquiry-based instruction in science classrooms showed that the science attitudes of students from underrepresented groups weren't significantly improved by inquiry-based instruction. His inspiration was to draw from informal science education to find new approaches to instruction that would reliably boost science attitudes for these students while maintaining the improved learning that could be brought about with inquiry-based instruction in the science classroom.
Social Impact
This Entry is about (Issues)
Please describe how your project has been successful and how that success is measured
In this project's first year, we have impacted 200 middle school students. Aside from this success in numbers, which will be dramatically increased once we productize and distribute our SciGames, we also measure success in terms of measurable changes in students' science affect and achievement. We built a prototype of one SciGame designed to teach about friction and conducted a preliminary study with 9 students. As regards their attitudes toward science, in re. behavioral engagement, the students, on average, did eight slide experiments without extrinsic reward. None stopped until the pilot ended. As regards their emotional engagement, the students, on average, exhibited seven instances of manifest joy (laughing, joking, singing, etc.). As regards their cognitive engagement, students, on average, exhibited four unconventional methods of experimentation. As regards their science learning, six out of the nine students could make correct statements about the source of frictional force, and of these six, four students could make correct statements about the relationship between frictional force and energy loss. Two out of nine students answered the physics pre-test questions correctly, which increased to five out of nine students answering correctly on the post-test. While preliminary, these findings suggest that a SciGame can promote positive science affect through play while at the same time supporting science learning. We are presently in the midst of conducting a much larger, more comprehensive study with nearly 100 middle school students. By productizing and distributing our SciGames, including teacher training, we will be able to positively impact the science affect and achievement of approximately 2,200 students working with an additional 20 middle school science teachers next year, and potentially even more students and teachers every year after that.
The metrics we used to acquire the above findings are as follows. To examine the effect of the piloted SciGame on students’ science affect, we wanted to assess engagement with the activity. We expected to see student engagement expressed in three ways: behavioral engagement (spontaneous play and persistent play), emotional engagement (manifest joy), and cognitive engagement (students engaging in diverse experimentation). Students’ game play was videotaped and each student was also provided with a digital audio recorder. Affective outcomes were evaluated through qualitative analysis of these observations, coding the video for the different types of engagement. The Children’s Playfulness Scale, a scale for the behavioral manifestation of playfulness, was used to construct our observation rubric due to its high reliability across samples and construct validity. Unlike the more commonly used self-report survey measures, observation tools such as ours provide the means by which to assess psychological constructs directly through students’ behaviors.
To measure the impact of the piloted SciGames on students' science learning, we looked at students’ prior knowledge and learning outcome data. Students’ prior knowledge on the topic of friction and energy was assessed with an open-ended question asking students to describe the concepts of potential and kinetic energy prior to engaging with the pilot activity (i.e., “Can you describe what these [potential and kinetic energy] mean? If you don’t know, just leave it blank.”). The purpose of pre-assessment was to examine whether a student had heard of and understood these concepts. Students’ learning was also assessed using prompted verbalization during the pilot session. Students verbalizations were analyzed for conceptual understanding of the learning goals, i.e., energy forms can be interconverted, an object’s kinetic energy is proportional to its velocity, frictional force can be varied by choice of material, and energy can be lost from a system via frictional force applied over a distance. The prompted verbalizations and observations were used instead of a post-assessment in order to capture students’ new knowledge. The prompts for the learning outcome assessment included questions such as: What can you do to lose more energy? Why is that mat making you lose more energy?
How many people have been impacted by your project?
101-1,000
How many people could be impacted by your project in the next three years?
1,001-10,000
How will your project evolve over the next three years?
In the coming year, we will complete three SciGames for three different core concepts from middle school physical science. We will productize the SciGames as portable kits and being distributing these kits through NYSCI's distribution channels and also as an exhibitor at the annual National Science Teachers Association meeting. In our second year, we will design, test, productize additional SciGames for several other core middle school science concepts, continuing to build distribution through the above channels. In our third year, now with a well-tested middle school suite of SciGames in place, we will partner with organizations with similar goals and national distribution channels such as Vernier or KaBOOM! to dramatically expand our customer base of science teachers.
Sustainability
What barriers might hinder the success of your project and how do you plan to overcome them?
The main barrier to the success of the project will be schools' and teachers' willingness to adopt the SciGames. We plan to overcome this barrier in a number of ways. First we aim to complete research that shows the positive impact on science attitudes and achievement for students from groups underrepresented in science and engineering careers. Clearly communicating these findings to principals and teachers will be an important part of how we overcome barriers related to the need to insure that all available class time promote student success on standards-based testing. In the case of SciGames, we anticipate being able to make the argument that SciGames is at least as good as other available inquiry-based lessons in teaching the core science concepts that are on the standards-based tests and take no more class time to conduct, but SciGames have the added advantage of boosting students' attitudes toward science, especially important for those students who are being turned off to science. We will also use workshops to allow principals and teachers to experience for themselves how easy the SciGames are to set up and use to overcome any barrier related to the technological nature of the SciGames.
Tell us about your partnerships
Through NYSCI’s ongoing partnership with the New York City Department of Education, the portable SciGames will be used in schools by 20 New York City middle school science teachers and their approximately 1,800 students in the coming year. This partnership is important to show the support of the school district for the initial use of our SciGames, which will lead to supporting wider use. Relatedly, we are also have the City of New York Parks & Recreation Department as a partner. Parks & Rec is an important partner as they maintain the playgrounds for many NYC schools and will support us installing our SciGames equipment on the school playgrounds. These are the strong partnerships that will support our initial work with schools and teachers and eventually scale-up. These partnerships are in addition to the partnerships with Tufts University's Center for Engineering Education and Outreach, New York University's Interactive Telecommunication Program, Parsons' Design and Technology program, and Massachusetts Institute of Technology's Learning Games Network, necessary for the design and fabrication of the SciGames, and City University of New York's Brooklyn College necessary for assessment and measuring the impact of the SciGames. Additional information on these partnerships is provided in the next section.
Current annual budget of project, in US dollars
$100,000‐250,000
Explain your selections
Initial work on this project is funded by a grant from the Motorola Solutions Foundation and with a donation from Bank of New York Mellon.
How do you plan to strengthen your project in the next three years?
In addition to the funding we are pursuing in the context this competition, we are also pursuing funding through the National Science Foundation and other private Foundations. Should these funds be received, we have the funds necessary to complete testing on and productize and disseminate our prototype SciGames, develop new SciGames, and ultimately productize and disseminate a full suite of SciGames. In conjunction with these efforts, we will be able to increase our ability to provide workshops to train more teachers on using SciGames. We will also be strengthening our project by identifying new partners with overlapping interests in the technologies and ideas behind the SciGames. In this way, our project will be better positioned for SciGames development, marketing, and distribution. Our initial estimates suggest that the wholesale price for each SciGame will be on the order of $500. We have found out that typical markup on products like this is 40% which would include production costs. We expect we can sell each SciGame including all necessary equipment for $700 or rent it out for $200, including the use of SciGames when teachers take field trips to NYSCI to use the Science Playground. With 200 sales and 300 rentals each year, the project will be able to sustain itself in the long term.
Partnerships and Accountability
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?
This partnership was formed around shared interests of existing partners of the New York Hall of Science in finding ways to interest a broader community of students in the STEM disciplines, science in particular. Our current partnership was formed around building the initial SciGames prototypes. The New York Hall of Science (NYSCI) manages the project as a whole, designs the SciGames with the cooperation of science teachers drawn from its network, and pilots the SciGames in the museum, drawing from the steady stream of students who visit NYSCI daily. Engineers at Tufts' Center for Engineering Education and Outreach bring electrical and computer engineering expertise and resources to build the prototype hardware and software for the technology-enhanced playground games. A science education faculty member at CUNY Brooklyn College brings experience in qualitative assessment of science learning in informal settings and has developed the instruments, rubrics, and research protocols by which to measure changes in science affect and learning. Moving forward, we will continue to have these partners in their roles, but we are also adding additional partners to the work. We are adding New York University's Interactive Telecommunications Program and Parsons' Design and Technology Program as partners with expertise in physical computing that will allow us to productize the prototype SciGames to make them robust and easy to set up and use. We are also adding Massachusetts Institute of Technology's Learning Games Network as a partner who has the unique resources to design and develop the digital applications, the computer games that are paired with each playground game.
How are you building in accountability for students' successful STEM learning outcomes? Please provide a summary and examples.
As described in detail above in the section on social impact, we have built into our program the objective measure of both students' science achievement and students' science affect including motivation, engagement, interest, and plans. These measures are made with a combination of tests and rubric-scored observations. By making these measurements both before and after the program, our program documents changes in students' science learning and affect that result from the intervention. We will share these outcomes with each teacher for her students only, as well as sharing aggregate outcomes for all the students in a given cohort. We are committed to continuing to employ these assessments before and after our program as an integral part of our program, as this is the only objective way we can determine if our program is working as it should to positively impact students' science learning and affect as relates to their continuing on into science and engineering careers. Should we find over time through these accountability measures that our program is no longer working as well as it once was, we would be able to troubleshoot the delivery of the various program elements to insure that the program continues to be provided with a high degree of fidelity to its original design.
Needs
Investment, Marketing/Media.
Please use this space to elaborate on your selection above and/or to add needs that may not be listed.
In addition to the investment of funds that we need to productize our SciGames prototypes and run the extended program of teacher training, our project would benefit from marketing resources to help to get the word out about the program in a compelling way that would attract schools/teachers to using the SciGames. Additionally, graphic design resources would help us to make the SciGames kits' physical container and the kits' contents including instructions as attractive and easy-to-use as possible, which would also help attract schools/teachers to using the SciGames.
Offers
Research/Information, Collaboration/Networking, Innovation/Ideas.
Please use this space to elaborate on your selection above and/or to add offers that may not be listed.
We are eager to collaborate with other related initiatives. We can provide advice on the design and execution of educational research to rigorously prove the merit of other similar STEM educational initiatives, which can be instrumental in helping projects secure additional funding. We are also happy to share our ideas about these playful and low-pressure ways to get students to explore and do science, especially those students who have been turned off to science through other approaches, which change students' attitudes toward science and also improve their science achievement.
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| 42 weeks agoDavid Kanter updated this Competition Entry. | |
| 42 weeks agoDavid Kanter updated this Competition Entry. | |
| 42 weeks agoDavid Kanter updated this Competition Entry. | |
| 43 weeks agoDavid Kanter updated this Competition Entry. | |
| 43 weeks agoDavid Kanter updated this Competition Entry. | |
| 44 weeks agoDavid Kanter updated this Competition Entry. | |
| 44 weeks agoDavid Kanter updated this Competition Entry. | |
| 44 weeks agoDavid Kanter updated this Competition Entry. | |
| 44 weeks agoDavid Kanter updated this Competition Entry. | |
| 44 weeks agoDavid Kanter submitted this idea. |

