Software

ScratchJr: Computer Programming in Early Childhood Education as a Pathway to Academic Readiness and Success (Collaborative Research: Bers)

This project is researching and developing a new version of the Scratch programming language to be called ScratchJr, designed specifically for early childhood education (K-2). This work will provide research-based evidence regarding young children's abilities to use an object-oriented programming language and to study the impact this has on the children's learning of scientific concepts and procedures.

 

Project Email: 
devtech@tufts.edu
Lead Organization(s): 
Award Number: 
1118664
Funding Period: 
Mon, 08/01/2011 - Thu, 07/31/2014
Full Description: 

This collaborative project between Tufts University and the Massachusetts Institute of Technology is researching and developing a new version of the Scratch programming language to be called ScratchJr, designed specifically for early childhood education (K-2). The current version of Scratch, which is widely implemented, is intended for ages 8-16 and is not developmentally appropriate for young children. This work will provide research-based evidence regarding young children's abilities to use an object-oriented programming language and to study the impact this has on the children's learning of scientific concepts and procedures. The team will develop ScratchJr in an iterative cycle, testing it in both in the Devtech lab at Tufts and the Eliot Pearson lab school and with a wider network of early childhood partners. At the end of the three-year project, ScratchJr will have been tested with approximately 350 students in K-2, 40 parents, and 58 early childhood educators.

ScratchJr will have three components: 1) a developmentally appropriate interface, with both touch screen and keyboard/mouse options; 2) an embedded library of curricular modules with STEM content to meet federal and state mandates in early childhood education; and 3) an on-line resource and community for early childhood educators and parents. The research questions focus on whether ScratchJr can help these young children learn foundational knowledge structures such as sequencing, causality, classification, composition, symbols, patterns, estimation, and prediction; specific content knowledge; and problem solving skills.

This interdisciplinary proposal makes contributions to the fields of learning technologies, early childhood education and human computer interaction. ScratchJr has the potential for broad implementation in both formal and informal settings.

ScratchJr: Computer Programming in Early Childhood Education as a Pathway to Academic Readiness and Success (Collaborative Research: Bers)

Enhancing Games with Assessment and Metacognitive Emphases (EGAME)

This development and research project designs, develops, and tests a digital game-based learning environment for supporting, assessing and analyzing middle school students' conceptual knowledge in learning physics, specifically Newtonian mechanics. This research integrates work from prior findings to develop a new methodology to engage students in deep learning while diagnosing and scaffolding the learning of Newtonian mechanics.

Lead Organization(s): 
Award Number: 
1119290
Funding Period: 
Thu, 09/01/2011 - Mon, 08/31/2015
Full Description: 

This development and research project from Vanderbilt University, Facet Innovations, and Filament Games, designs, develops, and tests a digital game-based learning environment for supporting, assessing and analyzing middle school students' conceptual knowledge in learning physics, specifically Newtonian mechanics. This research integrates work from prior findings and refines computer assisted testing and Hidden Markov Modeling to develop a new methodology to engage students in deep learning while diagnosing and scaffolding the learning of Newtonian mechanics.

The project uses a randomized experimental 2 x 1 design comparing a single control condition to a single experimental condition with multiple iterations to test the impact of the game on the learning of Newtonian physics. Using designed based research with teachers and students, the researchers are iteratively developing and testing the interactions and knowledge acquisition of students through interviews, pre and post tests and stealth assessment. Student learner action logs are recorded during game-play along with randomized student interviews. Students' explanations and game-play data are collected and analyzed for changes in domain understanding using pre-post tests assessment.

The project will afford the validation of EGAME as an enabler of new knowledge in the fields of cognition, conceptual change, computer adaptive testing and Hidden Markov Modeling as 90 to 300 middle school students learn Newtonian mechanics, and other science content in game-based learning and design. The design of this digital game platform encompasses a very flexible environment that will be accessible to a diverse group of audiences, and have a transformational affect that will advance theory, design and practice in game-based learning environments.

Enhancing Games with Assessment and Metacognitive Emphases (EGAME)

ScratchJr: Computer Programming in Early Childhood Education as a Pathway to Academic Readiness and Success (Collaborative Research:Resnick)

This project is researching and developing a new version of the Scratch programming language to be called ScratchJr, designed specifically for early childhood education (K-2). This work will provide research-based evidence regarding young children's abilities to use an object-oriented programming language and to study the impact this has on the children's learning of scientific concepts and procedures. 

Project Email: 
scratchjr@media.mit.edu
Award Number: 
1118682
Funding Period: 
Mon, 08/01/2011 - Thu, 07/31/2014
Project Evaluator: 
Ponte & Chau
Full Description: 

This collaborative project between Tufts University and the Massachusetts Institute of Technology is researching and developing a new version of the Scratch programming language to be called ScratchJr, designed specifically for early childhood education (K-2). The current version of Scratch, which is widely implemented, is intended for ages 8-16 and is not developmentally appropriate for young children. This work will provide research-based evidence regarding young children's abilities to use an object-oriented programming language and to study the impact this has on the children's learning of scientific concepts and procedures. The team will develop ScratchJr in an iterative cycle, testing it in both in the Devtech lab at Tufts and the Eliot Pearson lab school and with a wider network of early childhood partners. At the end of the three-year project, ScratchJr will have been tested with approximately 350 students in K-2, 40 parents, and 58 early childhood educators. ScratchJr will have three components: 1) a developmentally appropriate interface, with both touch screen and keyboard/mouse options; 2) an embedded library of curricular modules with STEM content to meet federal and state mandates in early childhood education; and 3) an on-line resource and community for early childhood educators and parents. The research questions focus on whether ScratchJr can help these young children learn foundational knowledge structures such as sequencing, causality, classification, composition, symbols, patterns, estimation, and prediction; specific content knowledge; and problem solving skills. This interdisciplinary proposal makes contributions to the fields of learning technologies, early childhood education and human computer interaction. ScratchJr has the potential for broad implementation in both formal and informal settings.

ScratchJr: Computer Programming in Early Childhood Education as a Pathway to Academic Readiness and Success (Collaborative Research:Resnick)

Training Teachers in the Effective Mathematical and Pedagogical Uses of Software: Perspectives from the Dynamic Number and Dynamic Geometry in Classrooms Projects

Day: 
Thu

This presentation explores technology training in relation to two DR K-12 projects with a focus on increasing the mathematical and pedagogical content knowledge of teachers.

Date/Time: 
2:00 pm - 4:00 pm
Session Type: 
Panel
Session Materials: 

How can professional development that is focused on technology move beyond the nuts and bolts of the particular tool to a deeper look into the mathematical and pedagogical opportunities afforded by the technology?     This presentation explores technology training in relation to two DR K–12 projects with a focus on increasing the mathematical and pedagogical content knowledge of teachers.

Today's mathematics classrooms contain a variety of technology, from interactive whiteboards to graphing calculators to software like The Geometer's Sketchpad. These technologies are not ends in themselves, but rather a means toward mathematical learning and mathematical excitement. It is all too easy, however, to focus on the nuts and bolts of technology (e.g., How do I attach my whiteboard to a computer? What do these various menu commands do?), especially when teachers have a natural concern for the time commitment and effort it takes to incorporate technology into their mathematics classes. The challenge of professional development is not only to introduce teachers to technology, but also to use that introduction as point of entry for developing teachers’ mathematical understanding and encouraging them to reflect on and improve their instructional practices. Questions that professional development must answer include, How can incorporating technology improve the way students learn mathematics? How can it help students to learn more deeply and communicate more clearly? How can it help them visualize crucial mathematical ideas more vividly? How can it encourage them to explore interesting mathematics in a more independent and self-directed way? 

The Dynamic Number project and The Dynamic Geometry in Classrooms project are two DR K–12 programs that focus on technology—specifically, The Geometer's Sketchpad. The Dynamic Number project is a research and development project undertaken by KCP Technologies to use The Geometer's Sketchpad as a starting point for developing new software tools to deepen students' conceptions of integers, fractions, decimals, real number, and early algebra in grades 2–8. The Dynamic Geometry in Classrooms project is conducting repeated randomized control trials of an approach to high school geometry that uses Sketchpad and supporting instructional materials to supplement instructional practices. It compares effects of that intervention with standard instruction that does not make use of the computer. 

In both projects, it was necessary to design a professional development course and training materials to introduce participating teachers to The Geometer's Sketchpad and to acquaint them with best practices in using the software. This session looks at the methods and materials the two projects employed to train their field-trial teachers. It describes the benefits of online courses, video, message boards, projects, school-year ongoing professional development seminars, campus-level teamwork, and other components of a support system in preparing the teachers to be successful users of the technology. The session examines the challenges shared by both projects and offers suggestions to researchers who are using technology in classrooms as an integral part of their grants. 

Expanding PhET Interactive Science Simulations to Grades 4-8: A Research-based Approach

Colorado’s PhET project and Stanford’s AAALab will develop and study learning from interactive simulations designed for middle school science classrooms. Products will include 35 interactive sims with related support materials freely available from the PhET website; new technologies to collect real-time data on student use of sims; and guidelines for the development and use of sims for this age population. The team will also publish research on how students learn from sims.

Project Email: 
phethelp@colorado.edu
Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1020362
Funding Period: 
Wed, 09/01/2010 - Sat, 08/31/2013
Project Evaluator: 
Stephanie Chasteen
Full Description: 

In this DRK12 project, the PhET Interactive Simulations group at the University of Colorado and the AAALab at Stanford University are working together to produce and study learning from interactive simulations designed for middle school science classrooms. We are developing a suite of 35 high-quality, interactive simulations covering physical science topics. These simulations include innovative technologies that provide teachers with real-time, formative feedback on how their students are using the simulations.  The research investigates how various characteristics of the simulation design influence student engagement and learning, and how this response varies across grade-level and diverse populations. The research also includes an investigation of different ways of using simulations in class, and how these approaches affect student preparation for future learning when they are no longer using a given simulation.

      The original PhET simulations were designed for college use, but overtime, they have migrated to lower grades.  The current suite of free research-based, interactive PhET science simulations are used over 10 million times per year.  To optimize their utility for middle school science, we are conducting interviews with diverse 4-8th graders using 25 existing PhET simulations to help identify successful design alternatives where needed, and to formulate generalized design guidelines. In parallel, pull-out and classroom-based studies are investigating a variety of lesson plans to identify the most promising approach. These studies include controlled comparisons that collect both qualitative and quantitative data.

      On the basis of our emerging design principles, we are developing 10 new simulations in consultation with teachers, who are helping to identify high need areas for simulations. These new simulations also include a back-end data collection capability that can collect, aggregate, and display student patterns of simulation use for teachers and researchers. The design of the data collection and presentation formats depends on an iterative process done in collaboration with teachers to identify the most useful information and display formats. A final evaluation compares student learning with and without this back-end formative assessment technology.   

This project is working to transform the way science is taught and learned in Grades 4-8 so that it is more effective at promoting scientific thinking and content learning, while also being engaging to diverse populations. The project is expected to impact many, many thousands of teachers and students through its production of a suite of 35 free, interactive science simulations optimized for Grades 4-8 along with “activity templates”, guidance, and real time feedback to teachers to support pedagogically effective integration into classrooms. Finally, the intellectual merit of the project is its significant contributions to understanding when, how, and why interactive simulations can be effective learning and research tools.

Expanding PhET Interactive Science Simulations to Grades 4-8: A Research-based Approach

Embodied STEM Learning Across Technology-based Learning Environments

This project conducts interdisciplinary research to advance understanding of embodied learning as it applies to STEM topics across a range of current technology-based learning environments (e.g., desktop simulations, interactive whiteboards, and 3D interactive environments). The project has two central research questions: How are student knowledge gains impacted by the degree of embodied learning and to what extent do the affordances of different technology-based learning environments constrain or support embodied learning for STEM topics?

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1020367
Funding Period: 
Sun, 08/15/2010 - Sun, 07/31/2011
Project Evaluator: 
Susan Haag
Full Description: 

This project conducts interdisciplinary research to advance understanding of embodied learning as it applies to STEM topics across a range of current technology-based learning environments (e.g., desktop simulations, interactive whiteboards, and 3D interactive environments). The project builds on extensive research, including prior work of the PIs, regarding both embodied learning and statistical learning. The PIs describe embodied learning as engaging the neuromuscular systems of learners as they interact with the world around them visually, aurally, and kinesthetically in order to construct new knowledge structures. Statistical learning is described as the ability to learn, often without intent, which sequences of stimuli are consistent with a set of rules. An example of statistical learning is pattern recognition, which is central to mastery of complex topics in many STEM disciplines including physics and mathematics.

The project has two central research questions: How are student knowledge gains impacted by the degree of embodied learning and to what extent do the affordances of different technology-based learning environments constrain or support embodied learning for STEM topics? To investigate these questions, the PIs are conducting three series of experiments in five phases using two physics topics. The first four phases are developmental and the final phase implements and assesses the two modules in schools (20 plus teachers, 700 plus K-12 students) in Arizona and New York (15 total sites, 10 plus public schools, minimum one Title I school).

The aim of this project is to meld these two research trajectories to yield two key outcomes: 1) basic research regarding embodiment and statistical learning that can be applied to create powerful STEM learning experiences, and 2) the realization of exemplary models and principles to aid curriculum and technology designers in creating learning scenarios that take into account the level of embodiment that a given learning environment affords. 

 

Embodied STEM Learning Across Technology-based Learning Environments

INK-12: Teaching and Learning Using Interactive Ink Inscriptions in K-12 (Collaborative Research: Koile)

This is a continuing research project that supports (1) creation of what are termed "ink inscriptions"--handwritten sketches, graphs, maps, notes, etc. made on a computer using a pen-based interface, and (2) in-class communication of ink inscriptions via a set of connected wireless tablet computers. The primary products are substantiated research findings on the use of tablet computers and inscriptions in 4th and 5th grade math and science, as well as models for teacher education and use.
Partner Organization(s): 
Award Number: 
1020152
Funding Period: 
Wed, 09/01/2010 - Sun, 08/31/2014
Project Evaluator: 
David Reider, Education Design Inc.
Full Description: 

The research project continues a collaboration between MIT's Center for Educational Computing Initiatives and TERC focusing on the enhancement of K-12 STEM math and science education by means of technology that supports (1) creation of what are termed "ink inscriptions"--handwritten sketches, graphs, maps, notes, etc. made on a computer using a pen-based interface, and (2) in-class communication of ink inscriptions via a set of connected wireless tablet computers. The project builds on the PIs' prior work, which demonstrated that both teachers and students benefit from such technology because they can easily draw and write on a tablet screens, thus using representations not possible with only a typical keyboard and mouse; and they can easily send such ink inscriptions to one another via wireless connectivity. This communication provides teachers the opportunity to view all the students' work and make decisions about which to share anonymously on a public classroom screen or on every student's screen in order to support discussion in a "conversation-based" classroom. Artificial intelligence methods are used to analyze ink inscriptions in order to facilitate selection and discussion of student work.

The project is a series of design experiments beginning with the software that emerged from earlier exploratory work. The PIs conduct two cycles of experiments to examine how tablets affect students learning in 4th and 5th grade mathematics and science. The project research questions and methods focus on systematic monitoring of teachers' and students' responses to the innovation in order to inform the development process. The PIs collect data on teachers' and students' use of the technology and on student learning outcomes and use those data as empirical evidence about the promise of the technology for improving STEM education in K-12 schools. An external evaluator uses parallel data collection, conducting many of the same research activities as the core team and independently providing analysis to be correlated with other data. His involvement is continuous and provides formative evaluation reports to the project through conferences, site visits, and conference calls.

The primary products are substantiated research findings on the use of tablet computers, inscriptions, and networks in 4th and 5 grade classrooms. In addition the PIs develop models for teacher education and use, and demonstrate the utility of artificial intelligence techniques in facilitating use of the technology. With the addition of Malden Public Schools to the list of participating districts, which includes Cambridge Public Schools and Waltham Public Schools from earlier work, the project expands the field test sites to up 20 schools' classrooms.

INK-12: Teaching and Learning Using Interactive Ink Inscriptions in K-12 (Collaborative Research: Koile)

CAREER: Supporting Middle School Students' Construction of Evidence-based Arguments

Doing science requires that students learn to create evidence-based arguments (EBAs), defined as claims connected to supporting evidence via premises. In this CAREER project, I investigate how argumentation ability can be enhanced among middle school students. The project entails theoretical work, instructional design, and empirical work, and involves 3 middle schools in northern Utah and southern Idaho.

Lead Organization(s): 
Award Number: 
0953046
Funding Period: 
Sun, 08/15/2010 - Fri, 07/31/2015
Project Evaluator: 
David Williams
Full Description: 

Doing science requires that students learn to create evidence-based arguments (EBAs), defined as claims connected to supporting evidence via premises. The question chosen for study by a new researcher at Utah State University is: How can argumentation ability be enhanced among middle school students? This study involves 325 middle school students in 12 class sections from 3 school districts in Utah and Idaho. First, students in middle school science classrooms will be introduced to problem-based learning (PBL) units that allow them to investigate ill-structured science problems. These activities provide students with something about which to argue: something that they have explored personally and with which they have grappled. Next, they will construct arguments using a powerful computer technology, the Connection Log, developed by the PI. The Connection Log provides a scaffold for building arguments, allowing each student to write about his/her reasoning and compare it to arguments built by peers. The study investigates how the Connection Log improves the quality of students' arguments. It also explores whether students are able to transfer what they have learned to new situations that call for argumentation.

This study is set in 6th and 7th grade science classrooms with students of diverse SES, ethnicity, and achievement levels. The Connection Log software supports middle school students with written prompts on a computer screen that take students through the construction of an argument. The system allows students to share their arguments with other members of their PBL group. The first generation version of the Connection Log asks students to:

1. define the problem, or state the problem in their own words

2. determine needed information, or decide on evidence they need to find to solve the problem

3. find and organize needed information

4. develop a claim, or make an assertion stating a possible problem solution

5. link evidence to claim, linking specific, relevant data to assertions

The model will be optimized through a process of design-based research. The study uses a mixed methods research design employing argument evaluation tests, video, interviews, database information, debate ratings, and a mental models measure, to evaluate student progress.

This study is important because research has shown that students do not automatically come to school prepared to create evidence-based arguments. Middle school students face three major challenges in argumentation: adequately representing the central problem of the unit; determining and obtaining the most relevant evidence; and synthesizing gathered information to construct a sound argument. Argumentation ability is crucial to STEM performance and to access to STEM careers. Without the ability to formulate arguments based upon evidence, middle school students are likely to be left out of the STEM pipeline, avoid STEM careers, and have less ability to critically evaluate and understand scientific findings as citizens. By testing and refining the Connection Log, the project has the potential for scaling up for use in science classrooms (and beyond) throughout the United States.

CAREER: Supporting Middle School Students' Construction of Evidence-based Arguments

GeoGebra 2010 Conference in North America

This project provides partial support for the First North American GeoGebra Conference, GeoGebra-NA2010, to be held July 27-28, 2010 at Ithaca College. The global mission of this conference is to build a community of mathematicians, mathematics educators, and classroom teachers who can develop the potential of GeoGebra and other similar software for transformation of mathematics instruction and curricula through creative development, practical experimentation, and research.

Lead Organization(s): 
Award Number: 
1014671
Funding Period: 
Thu, 04/01/2010 - Thu, 03/31/2011
Full Description: 

GeoGebra is free, open source dynamic mathematics software that joins interactive geometry with algebra and spreadsheet features that have striking potential for transforming STEM education in schools, mathematics and engineering departments. While GeoGebra has received several educational software awards in Europe and the USA, it has not reached its full potential for transformative influence on the American K-16 mathematics education community.

This project, led by mathematics faculty at Ithaca College and an international group of collaborating planners, provides partial support for the First North American GeoGebra Conference, GeoGebra-NA2010, to be held July 27-28, 2010 at Ithaca College. The global mission of this conference is to build a community of mathematicians, mathematics educators, and classroom teachers who can develop the potential of GeoGebra and other similar software for transformation of mathematics instruction and curricula through creative development, practical experimentation, and research.

GeoGebra 2010 Conference in North America

Introducing Dynamic Number as a Transformative Technology for Number and Early Algebra

This project operationalizes research in number, operation, and early algebra. It builds on the paradigm of Dynamic Geometry (the interactive and continuous manipulation of geometric shapes and constructions) with a new technological paradigm, Dynamic Number, centered on the direct manipulation of numerical representations and constructions. Using The Geometer’s Sketchpad as a starting point, KCP Technologies is developing new software tools to deepen students’ conceptions of number and early algebra in grades 2–8.

Project Email: 
dscher@kcptech.com
Lead Organization(s): 
Partner Organization(s): 
Award Number: 
0918733
Funding Period: 
Tue, 09/01/2009 - Fri, 08/31/2012
Project Evaluator: 
John Olive
Introducing Dynamic Number as a Transformative Technology for Number and Early Algebra
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