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NIHNATIONAL INSTITUTE OF GENERAL MEDICAL SCIENCESR44

MusiQuest STEAM: interactive digital media for K-5 STEM education integrating audio and music

Active
Institution
EDIFY, CO
Principal investigator
Jacob Zax
Funding
$980K
Duration
2024–2027

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Still being scored

Abstract

Enter the text here that is the new abstract information for your application. This section must be no longer than 30 lines of text. STEAM is an educational model that presents science, technology, engineering, arts, and math through interdisciplinary instruction. Research shows that STEAM programs can produce significant STEM learning outcomes and engage a higher percentage of students than traditional STEM instruction. However, three hurdles limit the implementation of STEAM in elementary schools: 1) access to resources, 2) teacher expertise and bandwidth, and 3) classroom management and assessment. To address these challenges, Edify Technologies proposes to develop MusiQuest STEAM: interactive digital media for K-5 STEM education integrating audio and music. MusiQuest STEAM comprises innovative technical components that will be integrated into 60 total lessons, ten each for grades K-5, which address key STEM concepts. By incorporating audio (music, sound, hearing, etc.) in every lesson, MusiQuest STEAM will present artistic connections to STEM that help build students' knowledge and inspire their interest in learning more about biomedical science and related research. MusiQuest STEAM will be produced by Edify through an iterative development process in partnership with researchers at WestEd. First, plans for MusiQuest STEAM will be reviewed by subject matters experts. Next, two usability studies with students and teachers will help ensure that the product's technical components and lessons are usable and effective. Then, a classroom feasibility study will measure MusiQuest STEAM's outputs and outcomes in the classroom in order to determine if teachers can implement the program with fidelity. Finally, WestEd will conduct summative research on a full implementation of 10 Grade 2 and 3 lessons in ~30 classrooms with ~750 students. Teachers and classes will be randomly assigned to either the treatment or control condition. The intended outcomes of this SBIR project are that: 1) students' knowledge of grade-appropriate STEM concepts grows as measured through formal assessments; 2) students display an understanding that audio and music can impact human and animal health; and, 3) students demonstrate increased interest in studying STEM and pursuing potential careers in STEM vocations in the future– including in public health professions.

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R44NATIONAL INSTITUTE OF GENERAL MEDICAL SCIENCESSpecial Emphasis Panel[ZRG1-SCIL-D(10)B]classroomteachersaudiodigital mediastudents knowledgemusicsteamlessons

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