Digital Media

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.

Partner Organization(s): 
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): 
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.

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

CLASS: Continuous Learning and Automated Scoring in Science

This five-year project investigates how to provide continuous assessment and feedback to guide students' understanding during science inquiry-learning experiences, as well as detailed guidance to teachers and administrators through a technology-enhanced system. The assessment system integrates validated automated scorings for students' written responses to open-ended assessment items into the "Web-based Inquiry Science Environment" (WISE) program.

Lead Organization(s): 
Award Number: 
1119670
Funding Period: 
Thu, 09/01/2011 - Mon, 08/31/2015
Full Description: 

This five-year project investigates how to provide continuous assessment and feedback to guide students' understanding during science inquiry-learning experiences, as well as detailed guidance to teachers and administrators through a technology-enhanced system. The assessment system integrates validated automated scorings for students' written responses to open-ended assessment items (i.e., short essays, science narratives, concept mapping, graphing problems, and virtual experiments) into the "Web-based Inquiry Science Environment" (WISE) program. WISE is an online science-inquiry curricula that supports deep understanding through visualization of processes not directly observable, virtual experiments, graphing results, collaboration, and response to prompts for explanations. In partnership with Educational Testing Services (ETS), project goals are: (1) to develop five automated inquiry assessment activities that capture students' abilities to integrate their ideas and form coherent scientific arguments; (2) to customize WISE by incorporating automated scores; (3) to investigate how students' systematic feedback based on these scores improve their learning outcomes; and (4) to design professional development resources to help teachers use scores to improve classroom instruction, and administrators to make better informed decisions about teacher professional development and inquiry instruction. The project targets general science (life, physical, and earth) in three northern California school districts, five middle schools serving over 4,000 6th-8th grade students with diverse cultural and linguistic backgrounds, and 29 science teachers. It contributes to increase opportunities for students to improve their science achievement, and for teachers and administrators to make efficient, evidence-based decisions about high-quality teaching and learning.

A key research question guides this effort: How automated scoring of inquiry assessments can increase success for diverse students, improve teachers' instructional practices, and inform administrators' decisions about professional development, inquiry instruction, and assessment? To develop science inquiry assessment activities, scoring written responses include semantic, syntax, and structure of meaning analyses, as well as calibration of human-scored items with a computer-scoring system through the c-rater--an ETS-developed cyber learning technology. Validity studies are conducted to compare automated scores with human-scored items, teacher, district, and state scores, including sensitivity to the diverse student population. To customize the WISE curriculum, the project modifies 12 existing units and develops nine new modules. To design adaptive feedback to students, comparative studies explore options for adaptive guidance and test alternatives based on automated scores employing linear models to compare student performance across randomly assigned guidance conditions; controlling for covariates, such as prior science scores, gender, and language; and grouping comparison studies. To design teacher professional development, synthesis reports on auto-scored data are created to enable them to use evidence to guide curricular decisions, and comments' analysis to improve feedback quality. Workshops, classroom observations, and interviews are conducted to measure longitudinal teachers' change over time. To empower administrators' decision making, special data reports, using-evidence activities, individual interviews, and observation of administrators' meetings are conducted. An advisory board charged with project evaluation addresses both formative and summative aspects.

A research-informed model to improve science teaching and learning at the middle school level through cyber-enabled assessment is the main outcome of this effort. A total of 21 new, one- to three-week duration standards-based science units, each with four or more automatically scored items, serve as prototypes to improve students' performance, teachers' instructional approaches, and administrators' school policies and practices.

CLASS: Continuous Learning and Automated Scoring in Science

Development of a Cognition-guided, Formative-assessment-intensive, Individualized Computer-based Dynamic Geometry Learning System for Grades 3-8

This project is focused on creating, testing, refining, and studying a computer-based, individualized, interactive learning system for intermediate/middle school students or by teachers in classrooms. This learning system is called Individualized Dynamic Geometry Instruction and will contain four instructional modules in geometry and measurement that reflect the recommendations of the Common Core State Standards.

Lead Organization(s): 
Award Number: 
1119034
Funding Period: 
Thu, 09/01/2011 - Mon, 08/31/2015
Project Evaluator: 
Jeff Shih
Full Description: 

Developers and researchers at Ohio State University and KCP Technologies are creating, testing, refining, and studying a computer-based, individualized, interactive learning system for intermediate/middle school students that can be used by them independently (online or offline) or by teachers in classrooms. This learning system is called Individualized Dynamic Geometry Instruction (iDGi) and will contain four instructional modules in geometry and measurement that reflect the recommendations of the Common Core State Standards (CCSS). iDGi courseware fully integrates research-based Learning Progressions (LPs) for guiding students' reasoning; formative-assessment linked to LPs; instructional sequencing that interactively adapts to students' locations in LPs; built-in student monitoring, feedback, and guidance; and research-based principles of educational media into the modules. The software platform for iDGi development is an extended version of the dynamic geometry computer environment, The Geometer's Sketchpad.

The development process follows recommendations in Douglas Clements' Curriculum Research Framework and includes sequences of development, trials with students, data collection, and revision. The research and evaluation are based on random assignment of approximately 350 students to treatment and control groups. Achievement data are collected using developer-constructed instruments with items that reflect the mathematics topics in the CCSS. Researchers explore the variability at the student, teacher, and school levels using the appropriate level of hierarchical linear models.

Commercial publishers have expressed strong interest in publishing online and offline computer versions of iDGi, an iPad version of iDGi, an online management system for iDGi, and support materials for users and teachers.

Development of a Cognition-guided, Formative-assessment-intensive, Individualized Computer-based Dynamic Geometry Learning System for Grades 3-8

Developing and Testing a Model to Support Student Understanding of the Sub-microscopic Interactions that Govern Biological and Chemical Processes

This project designs, develops, and tests coherent interdisciplinary instructional materials to support high school students' integrated understanding of the forces and energetics involved in interactions that occur between atoms and molecules, and explores how students' learning progresses across time. The project will be implemented in three Michigan school districts with students who traditionally do not succeed in science. 

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1118671
Funding Period: 
Thu, 09/01/2011 - Mon, 08/31/2015
Project Evaluator: 
Steven McGee, The Learning Partnership
Full Description: 

This project designs, develops, and tests coherent interdisciplinary instructional materials to support high school students' integrated understanding of the forces and energetics involved in interactions that occur between atoms and molecules, and explores how students' learning progresses across time. Instructional materials focus on physical science core ideas identified in "A Framework for K-12 Science Education" (NRC, 2011), and "College Board Standards for College Success" (College Board, 2009). The two research questions are: (1) How does learning progress over time when students experience a set of interdisciplinary instructional materials designed to help them advance toward important learning goals related to interactions at very small scales?; and (2) How do the various learning activities support the development of integrated understanding? The project is implemented in three Michigan school districts with students who traditionally do not succeed in science. Two of the school districts serve urban communities with ethnically diverse student populations; the third serves a rural, primarily Caucasian community.

To develop and test instructional materials and associated assessments, the project joins efforts with the Concord Consortium and employs the Construct-Centered Design process (a principled process based on evidence-centered assessment and learning goal-driven designs); uses physical and computer-based models and simulations; and draws on previous and ongoing work on a learning progression of the hypothetical students' path in their understanding of the structure, properties, interactions, and transformations of matter. Four instructional units are produced: (1) Introduction to Electrical Forces, (2) Water, (3) Larger Molecules, and (4) Bio-Molecules, with a duration of two to six weeks each. After testing for usability, the units go through two additional phases. Phase I comprises pilot testing with at least one teacher at two sites, two classrooms each, yielding information from 100-120 students per unit. Phase II consists of field testing the units with a larger sample. Using a power analysis to determine sample size, the project tests two different sequences of the units: (a) four teachers, eight classrooms, and 200 students use the units as a single semester course before taking biology or chemistry; and (b) four teachers, eight classrooms, and 200 students use the units in appropriate points within a chemistry or biology course. Eight teachers from the same school districts, 16 classrooms, and 400 students who do not use the units, serve as the comparison group. A mixed-methods approach is used to collect and analyze data. Data collection strategies include: (a) pre- and post- tests, (b) unit-embedded assessments, (c) students' interest and attitudes, (d) assessments to place students in the learning progression, (e) classroom observations, (f) analysis of student classroom work, and (g) interviews with students and teachers. Data interpretation strategies include: (a) coding of students' and teachers' responses from interviews, (b) identification of patterns, and (c) using item-response theory (IRT) procedures to place students' responses in the learning progression. A range of methods are used to assess validity and reliability of instruments used, including: (a) construct validity, (b) content validity, and (c) IRT procedures. Project external evaluation addresses both formative and summative aspects.

Key project outcomes include: (a) a research-informed and field-tested semester-long course comprising four integrated units with specific objectives, learning tasks, phenomena to illustrate and support understanding at key points, reading materials, and embedded assessments; (b) computer simulations aligned with the units; (c) educative materials for teachers; (d) valid and reliable instruments to measure students' understanding and attitudes; and (e) a set of research manuscripts focused on how the new materials work and promote student learning of key challenging ideas.

Developing and Testing a Model to Support Student Understanding of the Sub-microscopic Interactions that Govern Biological and Chemical Processes

A Framework for Assessing Environmental Literacy

This workshop developed a new, comprehensive, research-based framework for assessing environmental literacy. By bringing together, for the first time, experts in research, assessment, and evaluation from the fields of science education, environmental education, and related social science fields, this project accessed and built its work on the literature and the insights of many disciplines.

Award Number: 
1033934
Funding Period: 
Mon, 11/15/2010 - Wed, 10/31/2012
Project Evaluator: 
Joe Heimlich, OSU
Alternative video text
Alternative video text: 
A video of the National Press Club dissemination event is posted at www.NAAEE.net/Framework
Full Description: 
This workshop developed a new, comprehensive, research-based framework for assessing environmental literacy. By bringing together, for the first time, experts in research, assessment, and evaluation from the fields of science education, environmental education, and related social science fields, this project accessed and built its work on the literature and the insights of many disciplines. The North American Association for Environmental Education (NAAEE) worked with the leaders of the only two large-scale assessments of environmental literacy used in the U.S. to date (Programme for International Student Assessment [PISA] and the National Environmental Literacy Assessment [NELA]) to conduct the workshop. The project leaders analyzed PISA and NELA and used a multi-disciplinary search and review of the literature to prepare a draft framework. At the workshop and thereafter, a diverse array of invited experts critiqued that draft and provided suggestions for revision. Then, the leaders/organizers produced a final Environmental Literacy Framework and disseminated it both electronically and at a nationally advertised event to a wide audience of assessment specialists, funding and policy-making agencies, and organizations working to develop assessments and achieve environmental literacy. Many institutions and agencies have noted the need to create an environmentally literate population, and government and private entities are investing hundreds of millions of dollars in projects aimed at enhancing environmental literacy. Given the scope and scale of these investments and the interest in this arena on the part of federal agencies, professional organizations, and corporations, assessments for gauging our progress in transforming our preK-12 education system to achieve that end are needed. The new Framework for assessing environmental literacy provides a foundation for measuring the extent to which we are enabling all learners to acquire the knowledge, skills, dispositions, and behaviors vital for competently making decisions about local, regional, national and global issues.
A Framework for Assessing Environmental Literacy
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