Researchers from the University of Michigan have discovered that video gamers can be as good or better than professionally trained crystallographers and computer algorithms at identifying the shape of a protein, a finding that has the potential to bolster citizen science initiatives and classroom gamification.
Students from 12 universities will gather on the Texas A&M University's College Station, TX, campus the weekend of Sept. 23 for the Chillenium, in which teams of college students compete to build the best gaming software.
East Central University in Oklahoma has implemented a makerspace lab in its Department of Education to teach practicing and preservice educators how to set up and facilitate a makerspace in the classroom.
A Pennsylvania State University research project is exploring the possibility of using 3D printing and interactive technology to teach middle school students about the human brain.
A five-year study from George Washington University, George Mason University and SRI International found 14 traits that exemplary STEM high schools have in common.
A North Carolina university is working with a recreation center down the block from campus to teach elementary and middle school kids in the neighborhood how to code.
Educators and researchers at Kent State University have launched an app that teaches mathematical reasoning to students in special education, as well as a website that catalogs similar resources.
Virginia Tech is providing hands-on STEM training to both teachers and students with a new learning environment that is part lab, part makerspace and part classroom.
Sometimes STEM is for the birds. That was the message for middle schoolers during a set of free workshops run this summer by Cornell University.
The school year-long competition is intended to supply students from kindergarten to university level with skills to survive in the 21st century economy and workforce.