Digital Media

GeniVille: Exploring the Intersection of School and Social Media

This project examines the design principles by which computer-based science learning experiences for students designed for classroom use can be integrated into virtual worlds that leverage students' learning of science in an informal and collaborative online environment. GeniVille is the integration of Geniverse, a education based game that develops middle school students' understanding of genetics with Whyville, an educational virtual word in which students can engage in a wide variety of science activities and games.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1238625
Funding Period: 
Mon, 10/01/2012 - Tue, 09/30/2014
Full Description: 

This project examines the design principles by which computer-based science learning experiences for students designed for classroom use can be integrated into virtual worlds that leverage students' learning of science in an informal and collaborative online environment. GeniVille, developed and studied by the Concord Consortium, is the integration of Geniverse, a education based game that develops middle school students' understanding of genetics with Whyville, developed and studied by Numedeon, Inc., an educational virtual word in which students can engage in a wide variety of science activities and games. Genivers has been extensively researched in its implementation in the middle school science classroom. Research on Whyville has focused on how the learning environment supports the voluntary participation of students anywhere and anytime. This project seeks to develop an understanding of how these two interventions can be merged together and to explore mechanisms to create engagement and persistence through incentive structures that are interwoven with the game activities. The project examines the evidence that students in middle schools in Boston learn the genetics content that is the learning objective of GeniVille.

The project uses an iterative approach to the modification of Geniverse activites and the Whyville context so that the structured learning environment is accessible to students working collaboratively within the less structured context. The modification and expansion of the genetics activities of the project by which various inheritance patterns of imaginary dragons are studied continues over the course of the first year with pilot data collected from students who voluntarily engage in the game. In the second year of the project, teachers from middle schools in Boston who volunteer to be part of the project will be introduced to the integrated learning environment and will either use the virtual learning environment to teach genetics or will agree to engage their students in their regular instruction. Student outcomes in terms of engagement, persistence and understanding of genetics are measured within the virtual learning environment. Interviews with students are built into the GeniVille environment to gauge student interest. Observations of teachers engaging in GeniVille with their students are conducted as well as interviews with participating teachers.

This research and development project provides a resource that blends together students learning in a computer simulation with their working in a collaborative social networking virtual system. The integration of the software system is designed to engage students in learning about genetics in a simulation that has inherent interest to students with a learning environment that is also engaging to them. The project leverages the sorts of learning environments that make the best use of online opportunities for students, bringing rich disciplinary knowledge to educational games. Knowing more about how students collaboratively engage in learning about science in a social networking environment provides information about design principles that have a wide application in the development of new resources for the science classroom.

GeniVille: Exploring the Intersection of School and Social Media

Transforming STEM Competitions into Collaboratives: Developing eCrafting Collabs for Learning with Electronic Textiles

This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1238172
Funding Period: 
Mon, 10/01/2012 - Tue, 09/30/2014
Full Description: 

This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences.

The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility.

This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.

Transforming STEM Competitions into Collaboratives: Developing eCrafting Collabs for Learning with Electronic Textiles

Unifying Life: Placing Urban Tree Diversity in an Evolutionary Context

This 3-year project seeks to develop and test curricular resources built around handheld mobile technology to study how these materials foster urban middle school student engagement with and learning of local biodiversity and the patterns of evolution.

Lead Organization(s): 
Award Number: 
1221188
Funding Period: 
Sun, 07/15/2012 - Tue, 06/30/2015
Full Description: 

City College of New York (CUNY) is conducting a 3-year exploratory project to develop and test curricular resources built around handheld mobile technology to study how these materials foster urban middle school student interest and engagement with local biodiversity and the patterns of evolution. The project aims to develop curricular resources for middle school students around Leafsnap, an iPhone tree identification app, through a co-design process; to pilot test curricular resources in the classrooms of three New York middle school teachers; to develop and revise assessment tools to measure student outcomes; and to field-test curricular resources in the classrooms of ten New York middle school teachers and analyze results to determine how the Leafsnap curriculum affects urban middle school student learning of biodiversity and the patterns of evolution. The results will be used to modify and disseminate curriculum online with the Leafsnap app.

During the project's first year, the curricular resources will be used in two East Harlem middle schools. In the second year, the resources will be used in the classrooms of ten New York City (NYC) public middle school teachers. In the third year, these resources will be integrated into a life science for middle school teachers course as part of CUNY's graduate program in secondary science education, a program specifically designed to prepare teacher candidates for careers in NYC public middle schools. Also, in the project's third year, the curricular resources will be disseminated through the Leafsnap website to a wider online audience.

The project advances understanding of underrepresented urban middle school student learning of local biodiversity in a historical evolutionary context by addressing the three major dimensions of the new Framework for K-12 Science Learning: core science content, the practice of science, and concepts that crosscut all scientific disciplines. Pre- and post-treatment clinical interviews with students will be conducted to provide qualitative insights into how use of the Leafsnap curriculum impacts students' understanding and motivation for identifying and organizing tree diversity.

Unifying Life: Placing Urban Tree Diversity in an Evolutionary Context

Core Math Tools

This project is developing Core Math Tools, a suite of Java-based software including a computer algebra system (CAS), interactive geometry, statistics, and simulation tools together with custom apps for exploring specific mathematical or statistical topics. Core Math Tools is freely available to all learners, teachers, and teacher educators through a dedicated portal at the National Council of Teachers of Mathematics (NCTM) web site.

Lead Organization(s): 
Award Number: 
1201917
Funding Period: 
Sun, 01/15/2012 - Mon, 12/31/2012
Project Evaluator: 
David Barnes, NCTM
Full Description: 

Core Math Tools is a project from Western Michigan University that meets the urgent need of providing mathematical tools that students can use as they explore and learn mathematical concepts that are aligned with the Common Core State Standards in Mathematics (CCSSM). The developers have repurposed and modified tools originally designed for an NSF-funded curriculum project (e.g., Core-Plus Mathematics), creating a suite of tools that supports student learning of mathematics regardless of the curricula choice. Core math Tools is Java-based software that includes a computer algebra system(CAS, interactive geometry, statistics, and simulation tools together with custom apps for exploring specific mathematical and statistical topics. The designers provide exemplary lessons illustrating how the software can be used in the spirit of the new CCSSM. The goal of the project is to provide equitable and easy access to mathematical software both in school and outside of school. The tools are available to all learners and teachers through the web site of the National Council of Teachers of Mathematics (NCTM). The web site includes feedback loops for teachers to provide information about the tools. By using the NCTM website, the tools can be downloaded for use by teachers and students. The dedicated portal on the NCTM website allows supervisors to use the tools in professional development, teachers to use the tools as an integral part of instruction, and students to use the tools for exploring, conjecturing, and problem solving.

Core Math Tools

Student Mathematics Learning through Self-Explanation, Peer Tutoring and Digital Media Production

This project engages high-school students as student-tutors who create screen-capture videos that demonstrate step-by-step solutions to mathematical problems and explicate the use of interactive applets. The project tests whether the mathematical and communication skills of student-tutors improve in the process of making the video materials. It also tests whether teachers and student users benefit from the videos. The project will examine whether the process of creating and disseminating the videos is replicable and scalable.

Lead Organization(s): 
Award Number: 
1119654
Funding Period: 
Mon, 08/15/2011 - Thu, 07/31/2014
Full Description: 

This exploratory research and development project engages high-school students as student-tutors who create screen-capture videos that demonstrate step-by-step solutions to mathematical problems and explicate the use of interactive applets. The project has three development goals (a model for creating the media, a model for collaboration with teachers, and enhancements to a Lesson Study model) and three research goals (to test conjectures about student change, to analyze reconfigured roles for teachers and students, and to advance a theory of personalized learning communities.) The project tests whether the mathematical and communication skills of student-tutors improve in the process of making the video materials. It also tests whether teachers and the student users of the videos benefit from them. Further, the project will examine whether the process of creating and disseminating the videos is replicable and scalable.

The project uses design research methods as well as both formative and summative evaluations to achieve the research and development goals. The investigators pose a series of thoughtful research questions and plan to use a variety of research methods to collect and analyze data to answer them.

The project is potentially transformative. The advances in technology present opportunities and challenges for improving student learning. Built on strong theoretical and empirical foundations and prior work, the project takes full advantages of the opportunities of tutoring using 21st-century technologies - marrying screen-capture video with a model of student-delivered tutoring. The project will contribute to an understanding of how teachers and student-tutors change and exercise creativity through participating in digital media production. The findings of the project will have broader impact in at least three dimensions: (1) The videos created by students will be helpful for other students' learning; (2) The research on engaging students in creating videos can not only help us understand the effective use of technology, but also help us understand the mechanism for developing students' generative thinking and creativity; and (3) This project can provide insights about how to integrate 21st-Century technology into regular classrooms.

Student Mathematics Learning through Self-Explanation, Peer Tutoring and Digital Media Production

InterLACE: Interactive Learning and Collaboration Environment

This project designs, constructs, and field-tests a web-based, online collaborative environment for supporting the teaching and learning of inquiry-based high school physics. Based on an interactive digital workbook environment, the team is customizing the platform to include scaffolds and other supports for learning physics, fostering interaction and collaboration within the classroom, and facilitating a design-based approach to scientific experiments.

Lead Organization(s): 
Award Number: 
1119321
Funding Period: 
Thu, 09/01/2011 - Sat, 08/31/2013
Full Description: 

This project, under the Tufts University Center for Engineering Education and Outreach (CEEO) designs, constructs, and field-tests a web-based, online collaborative environment for supporting the teaching and learning of inquiry-based high school physics. Based on prior NSF-funded work on RoboBooks, an interactive digital workbook environment, the team is customizing the platform to include scaffolds and other supports for learning physics, fostering interaction and collaboration within the classroom, and facilitating a design-based approach to scientific experiments. The InterLACE team hypothesizes that technology seamlessly integrating physics content and process skills within a classroom learning activity will provide a wide variety of student benefits, ranging from improved learning outcomes and increased content knowledge to gains in attitudinal and social displays as well.

The hypothesis for this work is based on research that indicates teachers believe proper implementation of design-based, inquiry projects are time consuming and can be difficult to manage and facilitate in classrooms without great scaffolding or other supports. Using design-based research with a small number of teachers and students, the PIs iteratively develop the system and supporting materials and generate a web-based implementation that supports students through the various stages of design inquiry. A quasi-experimental trial in the final years of the project is used to determine the usability of the technology and efficacy of the system in enhancing teaching and learning. Through the tools and activities developed, the researchers anticipate showing increases in effective inquiry learning and enhanced accessibility to meet the needs of diverse learners and teachers, leading to changes in classroom practice.

Through this project the PIs (1) gain insights that will enable them to refine the InterLACE platform so it can be implemented and brought to scale in the near terms as a support for design-based inquiry science projects, and (2) advance theory, design and practice to support the design of technology-based learning environments, and (3) understand how connecting students? hypotheses, ideas, and data impacts their learning of physics content and scientific inquiry skills.

InterLACE: Interactive Learning and Collaboration Environment

Next Generation Preschool Math

This project will develop, test, and refine a curriculum supplement (a hands-on technology) that (1) promotes childrens' understanding of number (counting, comparing, and ordering) and fair sharing (equipartitioning); (2) uses interactive media on an emerging handheld platform (touch screen tablets), integrating new multi-touch activities with existing hands-on activities; (3) enhances opportunities for learning with interactive media through shared use with adult guides and peers; and (4) provides professional and technical support materials for preschool educators.

Award Number: 
1119118
Funding Period: 
Mon, 08/01/2011 - Fri, 07/31/2015
Project Evaluator: 
Education Design, Inc.
Full Description: 

In this full research and development project, a team of learning scientists and media researchers at Education Development Center and SRI International will collaborate with educational media producers at WGBH to develop, test, and refine a curriculum supplement (a hands-on technology) that (1) promotes childrens' understanding of number (counting, comparing, and ordering) and fair sharing (equipartitioning); (2) uses interactive media on an emerging handheld platform (touch screen tablets), integrating new multi-touch activities with existing hands-on activities; (3) enhances opportunities for learning with interactive media through shared use with adult guides and peers; and (4) provides professional and technical support materials for preschool educators. The project investigates if and how engagement with activities in a media-rich curriculum supplement improves low-income young childrens' early learning of number and equipartitioning.

The project builds on sound research about learning trajectories to develop materials for fostering young childrens' learning. In addition, this project will generate new research findings about how engagement with activities in a media-rich curriculum supplement can improve low-income childrens' learning. The project uses use mixed methods (ethnographic observations and interviews and HLM analyses) to answer the research questions.

This project addresses a critical need to develop quality early childhood mathematics curriculum, particularly that aimed at low-income students. This project involves two important content areas. Both the content and the mode of delivery make major contributions to curriculum development and research. This project can provide much needed insights about how to effectively use technology for improving student learning.

Next Generation Preschool Math

Completing, Validating, and Linking Learning Trajectories for K-8 Rational Number Reasoning Tied to the Common Core Standards

This project will build and validate learning trajectories (LTs) in mathematics for fraction, ratio, and for decimal and percent to represent learning by grades 3-7 students. A system will be developed to automate data collection for field testing assessment items to determine students' attainment of proficiency levels. Three LTs will be produced and validated along with over 125 assessment items for each of these three trajectories. These assessment items will be useful for diagnosing student learning.

Lead Organization(s): 
Award Number: 
1118858
Funding Period: 
Mon, 08/01/2011 - Fri, 07/31/2015
Full Description: 

This project will build and validate learning trajectories (LTs) in mathematics for fraction, ratio, and for decimal and percent to represent learning by grades 3-7 students. A system will be developed to automate data collection for field testing assessment items to determine students' attainment of proficiency levels. Three LTs will be produced and validated along with over 125 assessment items for each of these three trajectories. These assessment items will be useful for diagnosing student learning. Technologies such as mobile phones, tablets, and computers will be used to deliver, analyze, and report diagnostic data on students. The learning trajectories will be available both electronically and in print. The levels of proficiencies will be provided with the outcome spaces, the exemplary items, the student work, and videos of student responses. Publications will provide data on analysis of the diagnostic items and assessments. The project will be done by researchers at the North Carolina State University in collaboration with RoleModel Software Inc.,and the University of Maryland.

The learning trajectories will be developed through literature reviews, whole class teaching experiments, clinical interviews, and large-scale assessments. Students in grade 3 will be observed and interviewed while engaging in work on fractions, ratios, decimal, and precents. Some of these students will be observed longitudinally over the two years. Other students from grades 4 through 8 will be interviewed. For each of the three trajectories, about 150 assessment items will be developed and field tested with a large group.

Three learning trajectories will be developed and made available electronically with supporting materials. The learning trajectories will be done in coordination with the Common Core State Standards (CCSS) in mathematics. Because the learning trajectories and materials will be informative to teachers who will be implementing the CCSS, the work has the potential to appeal to and reach a very large audience. Publications will provide data on analysis of the diagnostic items and assessments. The researchers will seek ways for a greater audience to have access to the software for accessing and retrieving items.

Completing, Validating, and Linking Learning Trajectories for K-8 Rational Number Reasoning Tied to the Common Core Standards

Arcadia: The Next Generation -- Transforming STEM Learning through Transmedia Games

This project will study the design features of an experimental gaming environment called Arcadia: The Next Generation. Researchers working with a group of formal and informal educators to study the connections between scientific inquiry in Arcadia and STEM learning. The project provides a dynamic and evolving place where gamers, educators, parents, and citizen scientists can come together to share, rate, and build knowledge through a variety of fun science inquiry games.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1134919
Funding Period: 
Thu, 09/01/2011 - Sat, 08/31/2013
Full Description: 

Designers and researchers from the Educational Gaming Environments group (EdGE) at TERC are studying the design features (e.g., tools, media platforms, facilitation) of an experimental gaming environment called Arcadia: The Next Generation. This gaming environment supports high-quality scientific knowledge building in a diverse, public audience. EdGE and its partner, GameGurus are integrating web-based social networking, augmented reality, and data sharing apps on smartphones into Arcadia and are working with a group of formal and informal educators to study the connections between scientific inquiry in Arcadia and STEM learning. EdGE is also examining various economic models that can support the long-term sustainability of STEM gaming environments that bridge home, community, and formal and informal learning. The project provides a dynamic and evolving place where gamers, educators, parents, and citizen scientists can come together to share, rate, and build knowledge through a variety of fun science inquiry games.

The research associated with Arcadia looks specifically at how game design (tools, environment, storyline, reward system) can support and sustain scientific inquiry. Researchers will relate these design features to the extent and nature of scientific inquiry in Arcadia, the impact the gaming experience has on players' sense of science identity and behaviors, and how this varies for different types of players. Researchers are using methods from netnography (Kozinets, 2002, Hine 2000) where digital records of avatar activity are incorporated along with participant observations, surveys, and interviews. A group of players recruited through colleagues' programs in informal and formal science education settings are the subjects for a smaller sub-study that looks at how to help transfer the science skills and knowledge gained in social games to classroom and other forms of science education. EdGE has two small advisory groups: a group of formal and informal educators to help with formative evaluation and a group of experts in the areas of research to help guide the interpretation of the research findings.

Arcadia: The Next Generation is an important step in working towards a vision of future learning environments that span schools, homes, community settings, and social entertainment sites where transmedia learning networks integrate real-life components such as indoor and outdoor classrooms with free-choice Internet experiences and citizen science programs. The primary deliverable of Arcadia: The Next Generation is a model game environment that attracts and retains a player audience and engages them in high quality scientific inquiry. The associated research informs the field on how to leverage the tremendous amount of time the public spends in social digital games, and how to direct that time towards productive science learning. EdGE is partnering with youth and adult programs at informal and citizen science centers to recruit and select the research sample that is representative of the US population, including minority youth and adults, so that researchers can learn how to sustain inquiry for a broad and diverse population of social game players.

Arcadia: The Next Generation -- Transforming STEM Learning through Transmedia Games

Taking Foundation Science to Scale -- Digitally: Transforming a Print Curriculum into an Innovative Learning Tool for Commercial Distribution

This project provides a model of how existing, tested digital enhancements can increase student learning. Increasing the quality of science education requires careful coupling of effective, research-based curricula with innovative digital features that deepen and enhance science learning and teaching. This RAPID is to ensure that the content and pedagogical expertise is present during the development of the digital version of Foundation science.

Partner Organization(s): 
Award Number: 
1119736
Funding Period: 
Fri, 04/01/2011 - Sun, 03/31/2013
Full Description: 

The print version of Foundation Science, a comprehensive high school science curriculum, has been extensively field tested and shown to be effective in increasing student learning and changing teacher practice. Carolina Biological Supply is scheduled to publish a digital version of Biology and Chemistry portions of Foundation Science that goes well beyond the conversion of print text to digital delivery by September 2012. Many digital enhancements have been developed and tested in the biology unit of Foundation Science, which was used as a model to develop a system to incorporate Universal Design for learning features in materials development and in on-line professional development for cross-over teachers. Some of the digital resources include a digital book reader; a notebook in which notes can take various forms such as text, drawing, voice recording; separate unscored assessments; an interactive glossary; graphing capabilities and an online research tool.

Thus this project provides a model of how existing, tested digital enhancements can increase student learning. Increasing the quality of science education requires careful coupling of effective, research-based curricula with innovative digital features that deepen and enhance science learning and teaching. This RAPID is to ensure that the content and pedagogical expertise is present during the development of the digital version of Foundation science.

Taking Foundation Science to Scale -- Digitally: Transforming a Print Curriculum into an Innovative Learning Tool for Commercial Distribution
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