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Piloting Graph Literacy Activities in Maine

The goal of this project is to develop and pilot test a limited number of free computer-based instructional activities that improve student graph comprehension, aimed especially at science students in grades 7 and 8. Because of growing interest in use of online resources for teaching and learning, this work is potentially transformative for a wide range of audiences, including teachers, students, researchers, and the developers and publishers of instructional materials across vSTEM areas and grades.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1256490
Funding Period: 
Mon, 10/01/2012 - Tue, 09/30/2014
Full Description: 

The goal of this project is to develop and pilot test a limited number of free computer-based instructional activities that improve student graph comprehension, aimed especially at science students in grades 7 and 8. In addition, the project is developing a pilot assessment instrument focusing on students' comprehension of graphs ("graph literacy"). The activities and the assessment instrument are being pilot tested in Maine, a rural state where family income is below the national average and students are underrepresented in studying STEM topics after high school. The state has identified this topic as an important one to focus on in the coming year.

Graph literacy is the ability to identify the important features of a wide variety of graphs and relate those features to the context of the graphs. This increases the students' understanding not only of how to interpret graphs, but also of the science content. This definition of graph literacy, while based in the math and science standards, goes beyond skills tested by many assessments of graph knowledge because they focus primarily on reading points off a graph, typically a type of graph that students have studied and are familiar with. While broadening the usual definition for graph skills, the project focuses on scatter and line graphs of the type encountered in many mathematics and science courses in grades 7-12, as well as in newspapers and magazines.

Graphs are central to STEM learning in many subjects and at almost all education levels. In spite of the vital role of graphs, students at all ages demonstrate difficulties using and interpreting graphs. The computer-based Graph Literacy activities being developed are based on extensive prior research about students' use and understanding of graphs, as well as continuing advances in delivering education activities through dynamic, interactive Web pages that do not require schools to install any software. Based on the research literature, there is a consensus that students need to be taught graph literacy in three steps: identifying and encoding the important superficial features of a graph they want to understand, such as the titles, units, and axis labels; linking visual features of that graph to mathematical relationships, based on recurring patterns (e.g., linear increase or decrease); and, integrating all of these features with the context of the graph. The activities we are developing are based on this approach, as are the validated assessments being developed to measure students' graph literacy.

The project is conducting a small, randomized experimental trial of the graph literacy activities in year 2 of the project. The goal of is to determine the effectiveness of the graph literacy activities in improving students' understanding of graphs. The open source software and approaches developed under the prior grant contribute directly to the likely success of this project. Because of growing interest in use of online resources for teaching and learning, this work is potentially transformative for a wide range of audiences, including teachers, students, researchers, and the developers and publishers of instructional materials across all STEM areas and grades. The underlying software technology for Graph Literacy is being made available as open source computer code, and any activities that use the code are released under a creative commons license. As a result, the graph literacy activities, and the pilot assessment instrument, can be widely adopted at no cost.

Piloting Graph Literacy Activities in Maine

Radical Innovation Summit

This workshop convenes leading practitioners and scholars of innovation to collectively consider how education in the US might be reconfigured to both support and teach innovation as a core curriculum mission, with a focus on STEM education. Workshop participants identify and articulate strategies for creating and sustaining learning environments that promise the development of innovative thinking skills, behaviors and dispositions and that reward students, faculty and administrator for practicing and tuning these skills.

Award Number: 
1241428
Funding Period: 
Mon, 10/01/2012 - Mon, 09/30/2013
Full Description: 

This workshop, hosted by the National Center for Supercomputing Applications (NCSA) and the Institute for Computing in Humanities, Arts and the Social Sciences (I-CHASS), convenes leading practitioners and scholars of innovation to collectively consider how education in the US might be reconfigured to both support and teach innovation as a core curriculum mission, with a focus on STEM education. Workshop participants identify and articulate strategies for creating and sustaining learning environments that promise the development of innovative thinking skills, behaviors and dispositions and that reward students, faculty and administrator for practicing and tuning these skills. A wiki or other private online space will be created where participants will be encouraged to continue discussions or comment further on ideas generated over the course of the workshop. Mapping social networks of and among participants provides insights into how innovation practices are shared and spread across relationships and networks. Findings from the workshop will be made available to others through a public web site.

Radical Innovation Summit

Ocean Tracks: Investigating Marine Migrations in a Changing Ocean (Collaborative Research: Krumhansl)

Ocean Tracks is developing and classroom testing powerful Web-based visualization and analysis tools derived from state-of-the-art knowledge about how to support student inquiry with data. Powerful Web-based visualization and analysis tools, derived from state-of-the-art knowledge about how to support student inquiry with data, allow students to learn and apply core concepts in ecology, biology, environmental science, earth science, oceanography, and climate science.

Award Number: 
1222413
Funding Period: 
Sat, 09/15/2012 - Sun, 08/31/2014
Full Description: 

Ocean Tracks: Investigating Marine Migrations in a Changing Ocean, a collaboration between Education Development Center, Inc. (EDC), and Stanford University's Hopkins Marine Station, is developing a unique model of how to enable high school students to use authentic scientific data via an interactive Web-interface. Ocean Tracks is developing and classroom testing powerful Web-based visualization and analysis tools derived from state-of-the-art knowledge about how to support student inquiry with data. An interactive website provides access to near-real-time and archival data from electronically tagged marine animals, drifting buoys, and Earth-orbiting satellites collected through the Global Tagging of Pelagic Predators, National Oceanic and Atmospheric Administration's (NOAA) Adopt-a-Drifter, and MY NASA DATA programs. Powerful Web-based visualization and analysis tools, derived from state-of-the-art knowledge about how to support student inquiry with data, allow students to learn and apply core concepts in ecology, biology, environmental science, earth science, oceanography, and climate science.

Concurrently, agencies such as the NSF, NOAA, and NASA are making significant investments in sophisticated cyberinfrastructures (CI) that will make available a treasure trove of scientific data via the Internet to scientists and educators; there is tremendous potential for this data to transform teaching and learning by engaging students in authentic scientific work. However, modifying expert-data interfaces for use by students and supporting students as they engage in scientific inquiry with data are significant challenges. There is an urgent need for model programs such as Ocean Tracks that instantiate the best knowledge of experienced educators and education researchers, practicing scientists, and technology experts. Ocean Tracks harnesses the promise of emerging CI to engage high school students in the use of data visualization tools to study the movement patterns and habitat usage of marine animals (e.g., sharks, tunas, turtles, seals, and seabirds) in relation to oceanographic variables (e.g., sea surface temperature, chlorophyll, and current speed and direction). The knowledge gained from Ocean Tracks will have broad impact by serving as a model for designing and implementing projects in which students, teachers, and scientists collaborate to conduct scientific research, even in classrooms that are far from the ocean and scientists' laboratories.

Ocean Tracks: Investigating Marine Migrations in a Changing Ocean (Collaborative Research: Krumhansl)

Ocean Tracks: Investigating Marine Migrations in a Changing Ocean (Collaborative Research: Block)

Ocean Tracks is developing and classroom testing powerful Web-based visualization and analysis tools derived from state-of-the-art knowledge about how to support student inquiry with data. Powerful Web-based visualization and analysis tools, derived from state-of-the-art knowledge about how to support student inquiry with data, allow students to learn and apply core concepts in ecology, biology, environmental science, earth science, oceanography, and climate science.

Lead Organization(s): 
Award Number: 
1222220
Funding Period: 
Sat, 09/15/2012 - Sun, 08/31/2014
Full Description: 

Ocean Tracks: Investigating Marine Migrations in a Changing Ocean, a collaboration between Education Development Center, Inc. (EDC), and Stanford University's Hopkins Marine Station, is developing a unique model of how to enable high school students to use authentic scientific data via an interactive Web-interface. Ocean Tracks is developing and classroom testing powerful Web-based visualization and analysis tools derived from state-of-the-art knowledge about how to support student inquiry with data. An interactive website provides access to near-real-time and archival data from electronically tagged marine animals, drifting buoys, and Earth-orbiting satellites collected through the Global Tagging of Pelagic Predators, National Oceanic and Atmospheric Administration's (NOAA) Adopt-a-Drifter, and MY NASA DATA programs. Powerful Web-based visualization and analysis tools, derived from state-of-the-art knowledge about how to support student inquiry with data, allow students to learn and apply core concepts in ecology, biology, environmental science, earth science, oceanography, and climate science.

Concurrently, agencies such as the NSF, NOAA, and NASA are making significant investments in sophisticated cyberinfrastructures (CI) that will make available a treasure trove of scientific data via the Internet to scientists and educators; there is tremendous potential for this data to transform teaching and learning by engaging students in authentic scientific work. However, modifying expert-data interfaces for use by students and supporting students as they engage in scientific inquiry with data are significant challenges. There is an urgent need for model programs such as Ocean Tracks that instantiate the best knowledge of experienced educators and education researchers, practicing scientists, and technology experts. Ocean Tracks harnesses the promise of emerging CI to engage high school students in the use of data visualization tools to study the movement patterns and habitat usage of marine animals (e.g., sharks, tunas, turtles, seals, and seabirds) in relation to oceanographic variables (e.g., sea surface temperature, chlorophyll, and current speed and direction). The knowledge gained from Ocean Tracks will have broad impact by serving as a model for designing and implementing projects in which students, teachers, and scientists collaborate to conduct scientific research, even in classrooms that are far from the ocean and scientists' laboratories.

Ocean Tracks: Investigating Marine Migrations in a Changing Ocean (Collaborative Research: Block)

Supporting the Emergence of a Professional Teaching Community through Collective Knowledge-building in Assessment and Feedback of Mathematical Thinking (Collaborative Research: Silverman)

This collaborative project is developing an online, professional teaching community that addresses issues of assessment in mathematics classes. The developers are building on the success of the NSF-supported Math Forum's Problem of the Week program to create a community that works to increase students' mathematics learning by helping teachers stimulate student thinking, assess that thinking, and provide useful feedback to students.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1222355
Funding Period: 
Sat, 09/01/2012 - Wed, 08/31/2016
Full Description: 

This collaborative work involves Drexel University and Temple University where they are developing an online, professional teaching community that is addressing issues of assessment in mathematics classes. The developers are building on the success of the NSF-supported Math Forum's Problem of the Week program to create a community that is working to increase students' mathematics learning by helping teachers stimulate student thinking, assess that thinking, and provide useful feedback to students. The teachers are working together to create rubrics for assessing the progress of students as they solve challenging mathematics problems. The program is structured so that the teachers are learning mathematics and assessment strategies in addition to establishing a research-based model for online, professional communities.

Researchers are studying how specific activities (e.g., discourse, active participation, use of rubrics, feedback, and reflection) and an online community support teachers' engagement in authentic and generative assessment. Researchers are using ethnographic methods to understand the development of the community, and conducting focus groups and individual interviews to determine the impact of participation in the community on mathematics teachers. In addition, they are collecting data through discourse analysis, student work analysis, and rubric analysis to determine the optimal design of the products. The intentional structure of the online community builds on research findings on creating professional communities and research on assessing mathematics learning.

Online professional teaching communities offer new venues for communication, professional development, and shared work among mathematics teachers. The Math Forum provides an optimal, online context for expanding the popular Problem of the Week into a productive discussion of assessment of problem solving, the building of specific rubrics, and the related reflection on how to encourage student thinking. This collaborative work will offer rubrics for assessing mathematical problem solving, a new model for online professional development, and extensive information on building an online mathematics community.

Supporting the Emergence of a Professional Teaching Community through Collective Knowledge-building in Assessment and Feedback of Mathematical Thinking (Collaborative Research: Silverman)

Educating the Imagination: A Studio Design for Transformative Science Learning

Educating the Imagination will develop a studio approach to science for underrepresented high school students. The approach integrates scientific and artistic habits of mind and forms of engagement for meaningful learning in water-related sciences. Youth will a) investigate significant water-related phenomena, b) develop creative responses to the phenomena that foster new understandings and possibilities for action, and c) exhibit their responses community-wide to involve others in re-imagining water locally and globally.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1135120
Funding Period: 
Sat, 10/01/2011 - Mon, 09/30/2013
Full Description: 

TERC, in collaboration with the Boston Arts Academy is developing an innovative studio learning environment for students in grades 7-9. This pilot project focuses on object-centered inquiry about water and water-related problems of local and global significance. The project promotes student learning through multi-faceted studies involving hydrology, history, health, digital media, web-based artifact generation, real world data collection, interactions with scientists and artists, and community exhibitions of student work. The primary goal of the Educating the Imagination project is to develop a more effective model for engaging and improving the science learning and achievement of underrepresented urban students.

Studio learning intentionally integrates experimentation with practices of analysis, interpretation, critique of work and conceptual development. During a four week summer studio program, students, guided by teachers and scientists, will produce research-based projects about water and create plans to exhibit their work in the Boston area during the school year. Students will be assessed along multiple dimensions ranging from the depth of their understanding of water science ideas, their ability to make claims and arguments, their use of multiple tools and modes of representation, and the quality of their presentations. Over a two year period researchers will collect data on the studio design model and student learning to determine which aspects of the studio are effective in engaging students in object-oriented inquiry related to important water science ideas and problems.

Educating the Imagination will provide valuable insights about the studio design model and its application to promote science learning. In addition, this project directly addresses the problem of inequality in opportunities to learn and participate in science by developing and testing an innovative, non-traditional learning model with underrepresented urban students. The results of this project could significantly change how we think about and structure STEM learning environments in urban settings.

Educating the Imagination: A Studio Design for Transformative Science Learning

Computer-supported Math Discourse among Teachers and Students (Collaborative Research: Powell)

This project will design, develop, and test an online collaborative learning environment where students and teachers solve mathematical problems and communicate their thinking.  This online collaborative learning environment will help increase the quality and quantity of math discourse among mathematics teachers and students.  The researchers will also examine the impact of the online collaborative learning environment on students' significant mathematical discourse and achievement.

Lead Organization(s): 
Award Number: 
1118888
Funding Period: 
Thu, 09/01/2011 - Sat, 08/31/2013
Full Description: 

This full research and development project is to design, develop, and test a cutting-edge learning environment where students and teachers solve mathematical problems and communicate their thinking with others through the virtual environment. The major focus is to increase the quality and quantity of significant math discourse among mathematics teachers and their students by using the virtual learning environment. The researchers will test the usability of the learning environment for engaging students in high quality discourse. The researchers will also examine the impact of the virtual learning environment on student significant mathematical discourse and achievement.

The project uses a design research method as well as summative evaluations to achieve research and development goals. Mixed methods will be used to examine the impact of the virtual learning environment on student significant mathematical discourse and achievement.

The findings of the project contribute to the field in three ways: (1) The virtual learning environment can be both an effective pedagogical tool and a research tool in mathematics education; (2) It will contribute to our understanding about the nature of mathematical discourse online as well as about ways to foster the quality and quantity of significant math discourse among teachers and their students; and (3) This project can provide insights into effective online deliveries of courses.

Computer-supported Math Discourse among Teachers and Students (Collaborative Research: Powell)

Computer-supported Math Discourse among Teachers and Students (Collaborative Research: Stahl)

This project will design, develop, and test an online collaborative learning environment where students and teachers solve mathematical problems and communicate their thinking.  This online collaborative learning environment will help increase the quality and quantity of math discourse among mathematics teachers and students.  The researchers will also examine the impact of the online collaborative learning environment on students' significant mathematical discourse and achievement.

Project Email: 
Gerry.Stahl@drexel.edu
Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1118773
Funding Period: 
Thu, 09/01/2011 - Sat, 08/31/2013
Full Description: 

This full research and development project is to design, develop, and test a cutting-edge online collaborative learning environment where students and teachers solve mathematical problems and communicate their thinking with others. The major focus is to increase the quality and quantity of significant math discourse among mathematics teachers and their students by using this online collaborative learning environment. This online collaborative learning environment is based on PIs' prior work called Virtual Math Teams that integrates synchronous and asynchronous media with the first multi-user dynamic-math-visualization application. The researchers will test the usability of the online ollaborative learning environment for engaging students in high quality discourse. The researchers will also examine the impact of the online ollaborative learning environment on students' significant mathematical discourse and achievement.

The project uses a design research method as well as summative evaluations to achieve research and development goals. Discourse analysis and regression models will be used to examine the impact of the online collaborative learning environment on student significant mathematical discourse and achievement.

The findings of the project contribute to the field in three ways: (1) The online collanorative learning environment can be both an effective pedagogical tool and a research tool in mathematics education; (2) It will contribute to our understanding about the nature of mathematical discourse online as well as about ways to foster the quality and quantity of significant math discourse among teachers and their students; and (3) This project can provide insights into effective online deliveries of courses.

Computer-supported Math Discourse among Teachers and Students (Collaborative Research: Stahl)

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

Further Development and Testing of the Target Inquiry Model for Middle and High School Science Teacher Professional Development (Collaborative Research: Yezierski)

This project scales and further tests the Target Inquiry professional development model. The model involves teachers in three core experiences: 1) a research experience for teachers, 2) materials adaptation, and 3) an action research project. The original program was implemented with high school chemistry teachers, and was shown to result in significant increases, with large effect sizes, in teachers' understanding of science inquiry and quality of instruction, and in science achievement of those teachers' students.

Award Number: 
1118749
Funding Period: 
Mon, 08/15/2011 - Wed, 07/31/2013
Full Description: 

This project scales and further tests the Target Inquiry (TI) professional development model. The TI model involves teachers in three core experiences: 1) a research experience for teachers, 2) materials adaptation, and 3) an action research project. The original program was implemented with high school chemistry teachers at Grand Valley State University (GVSU), and was shown to result in significant increases, with large effect sizes, in teachers' understanding of science inquiry and quality of instruction, and in science achievement of those teachers' students. The scale-up and further testing would involve adding physics, biology and geology at Grand Valley State University, and implementing the program at Miami University (MU) with chemistry teachers. Three research questions will be studied:

1) How do the three TI core experiences influence in-service high school science teachers' (i) understanding of the nature of science; (ii) attitudes and beliefs about inquiry instruction; and (iii) classroom instructional methods in the derivatives of the TI model?

2) How does teacher participation in TI affect students' process skills (scientific reasoning and metacognition) and conceptual understanding of science in the derivatives of the TI model?

3) What are the challenges and solutions related to implementing TI in science disciplines beyond chemistry and in other regions?

The research design is quasi-experimental and longitudinal, incorporating implementation with research, and using quantitative and qualitative methods blended in a design research framework. A total of 54 middle and high school science teachers are being recruited for the study. The TI group is completing the TI program (N = 27; 15 at GVSU; 12 at MU) while the comparison group (same sizes and locations) is not. The comparison group is matched according to individual characteristics and school demographics. All teachers are being studied, along with their students, for 4 years (pre-program, post-RET, post-MA, post-AR/post-program). TI teachers are taking 15 credits of graduate level science courses over three years, including summers. Courses include a graduate seminar focused on preparing for the research experience, the research experience in a faculty member's science lab during the summer, application of research to teaching, action research project development, adaptation and evaluation of inquiry-focused curricula, and interpretation and analysis of classroom data from action research. Consistent feedback from professional development, teachers, and evaluation, including the previous implementation, contributes to a design-based approach. Teacher factors being studied include nature of science, inquiry teaching knowledge and beliefs, and quality of inquiry instruction. Student factors being studied include scientific reasoning; metacognition, self-efficacy, and learning processes in science; and content knowledge and conceptual understanding. Only established quantitative and qualitative instruments are being used. Quantitative analysis includes between-group comparisons by year on post-tests, with pre-tests as covariates, and multi-level models with students nested with teachers, and teachers within sites, with the teacher level as the primary unit of change. Trends over time between the treatment and comparison groups are being examined. The evaluation is using a combination of pre/post causal comparative quantitative measures and relevant qualitative data from project leaders and participants, as well as from the comparison group, to provide formative and summative evaluation input.

Outcomes of the project include documentation and understanding of the impacts on science teachers' instruction and student outcomes of research experiences for teachers when they are supported by materials adaptation and action research, and an understanding of what it takes to scale the model to different science disciplines and a different site. The project is also producing a website of instructional materials for middle and secondary science.

Further Development and Testing of the Target Inquiry Model for Middle and High School Science Teacher Professional Development (Collaborative Research: Yezierski)
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