Be the Bees: Science Learning Through Movement 
From Digital Promise

In this video, Kylie Peppler discusses the importance of embodiment, or learning through movement, in science learning. She shares an example from her BioSim project of elementary students learning about the complex systems of honeybees by role-playing with electronic puppets.

Digital Games, Design, and Learning 
From SRI Education

This meta-analysis systematically reviews research on digital games and learning for K-16 students in light of the recent NRC report on education for life and work in the 21st century.

EiE Resources for Educators 
From Engineering is Elementary

Explore resources that will help you prepare to teach EiE, integrate engineering with other K-5 subjects, assess student learning, and meet state and national standards.

Find the Learning in Any Game 
From Common Sense Education

Educational games for the classroom have been around a long time. But these aren’t the only games teachers and students can use in school. Popular, entertainment-focused games also can drive deep learning. But what’s the best way to use the games kids already play at home in your classroom? Here you’ll find practical tips on how to harness the learning value in any game, including those you might not expect to see in school.

Games and Learning Research 
From Games and Learning

Often the latest studies about how children learn or what the effect of a given game might be are trapped in expert-facing journal articles and dense social science writing. We cut through the technical speak and explain it as best we can in our Learning Research reports.

Learning to Teach Science: Strategies that Support Teacher Practice 
From Early Childhood Research & Practice

This article notes that in order to teach science to young children, teachers need Pedagogical Science Knowledge (PSK). PSK includes an understanding of science content and inquiry processes, knowledge of children and how children learn, and skills for facilitating children’s experiences in ways that support their active inquiry and conceptual development.

MindShift Guide to Digital Games and Learning 
From KQED Mindshift

As MindShift continues to cover many aspects of learning and the future of education, digital games have become a more widespread and critical tool in the learning and teaching experience.

PBS STEM Resources Collection 
From Public Broadcasting Service

This collection of STEM instructional resources focuses on all things Kentucky. Teachers and students have access to video and images from award-winning KET programs, with educational support materials developed in line with state academic standards. Topics include life sciences, geometry, and biology.

Taking Science to School 
From National Research Council of the National Academies

This report brings together research literatures from cognitive and developmental psychology, science education, and the history and philosophy of science to synthesize what is known about how children in grades K through 8 learn the ideas and practice of science.

Turning the Mirror Around: 100Kin10 Reflects on Trends in STEM and Teaching 
From 100Kin10

Ten insights in STEM education drawn from dozens of collaboration grants, hundreds of phone calls, thousands of survey responses, half a dozen workshops, twenty in-person organized gatherings, an in-depth media analysis, and other ongoing touchpoints with the nearly-300 diverse organizations that make up 100Kin10.