An augmented reality sandbox demonstration that is a hands-on real-time reactive display topographical map projected on movable sand.
Demonstrations

Cambridge Science Festival

BioBuilder Educational Foundation
BioBuilder provides a new model for education, applying biology to solve engineering challenges. We educate, train, and build a community around biological engineering and synthetic biology by offering open-access content that teaches science and engineering. Curricular content includes instructions to perform hands-on activities suitable for advanced high school classes, community colleges, and undergraduate programs. BioBuilder also hosts teacher professional development workshops, biodesign afterschool clubs and provides opportunities for educators to communicate with one another and for students to share the data they have collected. New this year, BioBuilder@LabCentral will establish a dedicated physical teaching laboratory that will dramatically expand public access to our state-of-the-art bioengineering curriculum, training and facilities.

Lifelong Kindergarten Group at the MIT Media Lab
Family Creative Learning is a workshop series that engages children and their parents to learn together — as designers and inventors — through the use of creative technologies such as the Scratch programming language and the MaKey MaKey invention kit. Parents and other adult caretakers can play crucial roles that can engage, sustain, and deepen their children's interests and learning. We especially designed the workshops to strengthen the social support and expertise of families with limited access to resources and experiences around computing. (http://family.media.mit.edu)

MIT Center for Educational Computing Initiatives & TERC
NK-12: Teaching and Learning Using Interactive Ink Inscript The NSF-sponsored INK-12 project (DRL-1020152, DRL-1019841)
is investigating three educational technology questions:
1. How can technology that allows students to both draw and use representational tools support learning mathematics?
2. How can technology that enables a teacher to view and share student work with her class support students’ learning?
3. What role can machine "understanding" of student work play in facilitating the teaching and learning of multiplication and division?
To investigate these questions, we have designed, implemented, and tested software tools for our tablet-based classroom interaction system called Classroom Learning Partner (CLP). With CLP students use a tablet pen to create and manipulate mathematical representations and wirelessly send them to their teacher. The complete history of students' interaction with the computer is saved along with the final representation and is thus available for analysis by teacher and researchers. CLP performs automatic analysis and sorting of students' work to help teachers choose appropriate examples for class discussion and to help identify students who may be struggling with particular concepts.
CLP has been used in elementary and middle school classrooms. The focus on the INK-12 grant is on upper elementary math education, in particular, the concepts of multiplication and division.ions

The Lemelson-MIT Program celebrates outstanding inventors and inspires young people to pursue creative lives and careers through invention.
We recognize emerging collegiate inventors whose inventions could impact important sectors of the global economy and honor mid-career inventors with a prestigious cash prize. We also encourage youth to invent and develop their hands-on skills in Science, Technology, Engineering and Math (STEM) through two national grants initiatives for grades 9-12.

MIT Learning International Networks Consortium
MIT BLOSSOMS is an Open Source international effort to create and implement interactive math, science and engineering video lessons for use in high school classes. BLOSSOMS lessons demonstrate and encourage a new pedagogical model for teachers, one that focuses on Active Learning and Inquiry-Based Teaching. BLOSSOMS goals:
1. To develop students' critical thinking skills, moving away from rote memorization and teaching to a test.
2. To create student excitement about STEM subjects and careers. (STEM= Science, Technology, Engineering and Math)
3. To show the relevance of STEM material to everyday lives.
4. Gently to introduce teachers to technology-enabled education.
5. To develop within the students an awareness of and appreciation for different cultures.
Idea: The regular in-class Teacher downloads onto her/his laptop computer the selected BLOSSOMS lesson before class and studies the lesson plan. In class, the teacher remains in charge. The students are in their regular seats. Once the class starts, the teacher turns on the BLOSSOMS video lesson and shows the first video segment, typically less than 3 minutes. The segment challenges the students in a topic that builds on their core knowledge but one that they have not seen before in a text or lecture. The video is turned OFF, and the Teacher then guides the class throughout a 5-minute very active-learning pursuit (e.g., working in small teams, a contest, a human simulation). Once the learning objective is achieved, the Teacher turns on the BLOSSOMS video for segment 2, and the process is repeated. A typical lesson has 4 to 7 segments, each followed by intense active learning. We call our pedagogical model a "Teaching Duet."
BLOSSOMS lessons are excellent for teacher training in new pedagogical models. Our training has been certified, as we offer Professional Development credits. We have trained, face to face, over 1,500 STEM teachers in 8 different countries.

MIT Museum
Putting the STEAM in STEM: kinetic art & engineering at the MIT Museum
We'd like to show and demo the MIT Museum’s new kinetic art and engineering kit, which was developed to encourage middle and high school students to think about the relationship of art and engineering as they design moving sculptures. The components, which were developed at the Museum from scratch, are also a way that visitors (i.e., learners of all ages) can create three-dimensional art in the Museum’s Idea Hub gallery. The system is unique to the Museum and MIT (many parts were machined in the IDC), flexible and certainly a tool that educators elsewhere could use to encourage their students to think creatively while learning about engineering.

The Office of Engineering Outreach Programs at MIT
The Office of Engineering Outreach Programs at MIT has been empowering middle and high schoolers from diverse backgrounds to become future scientists and engineers for over 40 years. Join us to learn more about our programs and to see some of the projects created by our outstanding MITES class of 2015.

MIT Office of Digital Learning
MIT+K12 Videos is an educational outreach media program in the Office of Digital Learning’s Strategic Educational Initiatives that seeks to entertain and engage just as much as much as it educates. We produce original, open resource webseries, run free outreach programs, promote digital media literacy on the MIT campus, and equip scientists and engineers to be inspiring advocates for their fields.
It's an original webseries from MIT showcasing real science & real Scientists. Served up fresh from the heart of innovation & the big bang of great ideas.

Lifelong Kindergarten Group at the MIT Media Lab
Scratch is a visual programming language and online community which empowers people of all ages to create their own stories, games, and animations.

The Scratch extension system enables anyone to extend the Scratch programming language through custom programming blocks written in JavaScript. The extension system is designed to enable innovating on the Scratch programming language itself, in addition to innovating with it through projects. With the extension system, anyone can write custom Scratch blocks that enable others to use Scratch to program hardware devices such as the LEGO WeDo, get data from online web-services such as weather.com, and use advanced web-browser capabilities such as speech recognition.
To enable screen reader support, press shortcut Ctrl+Alt+Z. To learn about keyboard shortcuts, press shortcut Ctrl+slash.

Lifelong Kindergarten Group at the MIT Media Lab
Spin is a photography turntable system that lets you capture how your DIY projects come together over time.
With Spin, you can create GIFs and videos of your projects that you can download and share on Twitter, Facebook, or any other social network.

MIT Office of Digital Learning
The STAR (Software Tools for Academics and Researchers) tools are a freely available suite of tools designed to enrich the teaching of biology concepts. Acquisition of scientific reasoning is crucial for students’ ability to acquire science literacy and understanding of core concepts. Students struggle with learning and understanding of the experimental process, which requires authentic research activities. To provide students with real experimentation opportunities, faculty, research scientists, and software developers at MIT created freely available, online biology digital learning tools for use in biology courses at MIT and worldwide.
StarGenetics (http://star.mit.edu/genetics/) is an instructor-customizable genetics experiment simulator in which students learn about the inheritance of traits by designing, performing, and analyzing their own crosses. StarBiochem (http://star.mit.edu/biochem/) is a 3-D molecular viewer that allows students to explore the relationship between the structure of biologically relevant molecules and their function. StarCellBio (http://starcellbio.mit.edu/) is a web-based cell and molecular biology experiment simulator that allows students to perform their own cell and molecular biology experiments using various simulated techniques. For the past 6 years we have worked with various outreach programs within MIT and the Boston area to implement STAR tools within K-12 classrooms, provide professional development for teachers and associated curriculum.

MIT Edgerton Center
MIT has submitted design patents on Agile Atoms DNA/RNA Sets, an innovative breakthrough in biology education. The DNA/RNA Sets will be followed soon by the production of the Protein and tRNA Sets as well. These molecular models can simulate the key processes in cells that are difficult to learn such as replication, transcription, and translation. The sets can also illustrate DNA and protein structures, demonstrate protein folding, and display examples of how a protein’s shape determines its function. Using a curriculum perfected over the last 10 years utilizing LEGO-based prototypes, educators in grades 6-16 can vary the complexity of the lesson that is delivered with the models. The first question educators typically ask us at our workshops is, “Where can I get these?” or “I wish I had these when I was learning this!” Additionally, health professionals and biotech industry leaders looking to advance workforce proficiency in genetics are finding our instructional methodology ideal for this purpose. As we move forward, the next MIT Edgerton Center challenges will be: 1) scaling up the professional development of instructors, 2) designing self-paced modules for individual kit owners/borrowers, and 3) thinking about global dissemination. As one educator exclaimed, “It’s a game-changer!” We welcome you to come and visit our exhibit to see for yourself.

MIT Edgerton Center
Developed by the MIT Edgerton Center, the Atoms and Molecules Set has been presented at teacher workshops for the past seven years in Texas, Florida, and Boston. It is catching on. Educators are using it now in 30 different states! Clearly, these materials are “scale-up ready” for STEM Education. The sets are comprised of LEGO® bricks whose colors match the chemical color standards for the elements. Thus the bricks represent individual atoms such as oxygen, nitrogen, carbon, etc. With the MIT curriculum, students build concrete examples of elements, compounds, and mixtures instead of memorizing definitions. Middle school educators are also excited they can address two Next Generation Science Standards (NGSS). These are: 1) cross-cutting concepts about the atomic nature of matter and 2) the use of models in science. The MIT lessons include difficult to teach concepts from biology (photosynthesis and respiration), and earth science (climate change and air pollution), as well as chemistry (traditional chemical reactions). For scaling this MIT project, our focus will include developing additional lessons, online professional development, and a reference catalog of LEGO shapes for molecules. Hope you can visit our exhibit!
*Vandiver would like to thank MIT Blossoms http://blossoms.mit.edu/home for creating two teacher professional development videos that employ the Atoms and Molecules Sets, “Roots Shoots and Wood” and “Recognizing Chemical Reactions”

MIT Physics Department
The TEAL pedagogical model represents an attempt to incorporate a variety of research based teaching models and technologies into the first-year physics subjects 8.01 and 8.02. The courses are non-lecture based with an emphasis on active learning. Students work together in groups of three, using tabletop experiments and computer-based visualizations to develop their conceptual and analytic understanding of mechanics, and electricity and magnetism. The syllabus is designed to integrate concepts, experiments, and problem solving skills in an interactive learning environment in which students regular discuss concepts and problems in class with their teachers and peers.
MIT Edgerton Center
The Edgerton Center at MIT has developed a partnership with i2 Camp, a private company in NY, to create and implement STEM Enrichment programs for Middle School students through summer STEM (Science, Technology, Engineering and Math) camps. We have identified ideas and activities that students in grades 5-8 would find engaging, and have continued the Edgerton Center tradition of Experiential Learning in the design, development, and implementation of the curriculum. The curriculum is developed by experts in the respective content-area fields and is reviewed and vetted by Edgerton Center staff for relevance, grade-level appropriateness, and efficacy. This outreach effort is currently being extended to mainstream class rooms through a cooperative agreement with I2 Camp and Boston Public Schools. Examples of the curriculum and other outreach activities, including Makerspaces, will be presented.

MIT Department of Urban Studies and Planning
The MIT Education Arcade provides fun and accessible ways to explore real and virtual worlds, experiment with technology and use games to build math and science skills. The games, simulations and tools we develop are designed with the educator in mind. They use technology to create powerful learning environments in schools, in the home and in the community. At this event we will be demoing a variety of our projects including The Radix Endeavor, Lure of the Labyrinth, StarLogo, and Gameblox, to illustrate a number of playful ways for students to explore STEM.

MIT Office of Digital Learning
Developed under grants from the d'Arbeloff Fund, the MIT Mathlets form a suite of highly interactive freely available learning tools. They were developed initially to support the Differential Equations class taken by 80% of MIT undergraduates, but have been extended to support learning in Calculus, Probability and Statistics, and Linear Algebra, as well as subjects in Physics, Mechanical Engineering, Aero-Astro, and Health Sciences and Technology. It has also been a key part of an engagement with Haitian STEM education.