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.
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.
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.
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.
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.
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.
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.
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.
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.
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.





