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Educating the Imagination: A Studio Design for Transformative Science Learning

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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.

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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)

Promoting Spatial Thinking with Web-based Geospatial Technologies

This project will develop STEM spatial thinking skills of middle school learners by equipping teachers with earth science investigations and support materials. This project will design, develop, and test curriculum materials that use Web Geospatial Information Systems that includes advanced visualization and geospatial analysis capabilities. The project will analyze how educative curriculum materials can prepare teachers to implement Web-based geospatial science pedagogical approaches to teaching, and document the impacts on student learning.

Lead Organization(s): 
Award Number: 
1118677
Funding Period: 
Fri, 07/01/2011 - Sun, 06/30/2013
Project Evaluator: 
Dr. Jean Russo
Promoting Spatial Thinking with Web-based Geospatial Technologies

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

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)

Developing Teaching Expertise in K-5 Mathematics

This project will design materials and an accompanying support system to enable the development of expertise in the teaching of mathematics at the elementary level. The project has four main components: online professional development modules; practice-based assessments; resources for facilitators; and web-based technologies to deliver module content to diverse settings. Three modules are planned: focused on fractions, reasoning and explanation, and geometry. Each module is organized into ten 1.5 hour sessions.

Project Email: 
dev-team@umich.edu
Lead Organization(s): 
Award Number: 
1118745
Funding Period: 
Thu, 09/01/2011 - Thu, 12/31/2015
Project Evaluator: 
AIR
Full Description: 

Developers and researchers at the University of Michigan and the State University of New York, Buffalo are engaged in a project to design materials and an accompanying support system to enable the development of expertise in the teaching of mathematics at the elementary level. The project has four main components: a set of online professional development modules; practice-based assessments; a set of resources for facilitators; and web-based technologies to deliver module content to diverse settings. Three modules are planned: one focused on fractions and one focused on reasoning and explanation designed by Deborah Ball, Hyman Bass and the University of Michigan development team; and one on geometry developed by Douglas Clements and Julie Sarama at the University of Buffalo, State University of New York. Each module is organized into ten 1.5 hour sessions.

Each module goes through a two-year design and development process that includes initial design, piloting, revision, and dissemination. Modules are piloted in a variety of settings, including university based courses for practicing teachers and district based in-service activities. These contexts include face-to-face professional development, real-time distance learning, and combinations of the two. Data are collected on participant engagement with the modules, on teacher classroom practice, and on mathematical knowledge for teaching.

The modules and associated materials will be widely available and will be free to schools. The materials can be imported into any learning management system, such as Blackboard, Moodle, and others.

Developing Teaching Expertise in K-5 Mathematics

Leveling Up: Supporting and Measuring High School STEM Knowledge Building in Social Digital Games

This project designs, develops and tests a digital gaming environment for high school students that fosters and measures science learning within alternate reality games about saving Earth's ecosystems. Players work together to solve scientific challenges using a broad range of tools including a centralized web-based gaming site and social networking tools, along with handheld smart-phones, and an avatar-based massively multiplayer online environment. The game requires players to contribute to a scientific knowledge building community.

 

Lead Organization(s): 
Award Number: 
1119144
Funding Period: 
Fri, 07/01/2011 - Mon, 06/30/2014
Project Evaluator: 
New Knowledge Organization
Full Description: 

This project designs, develops and tests a digital gaming environment for high school students that fosters and measures science learning within alternate reality games about saving Earth's ecosystems. Players work together to solve scientific challenges using a broad range of tools including a centralized web-based gaming site and social networking tools, along with handheld smart-phones, and an avatar-based massively multiplayer online environment (MMO). EdGE at TERC joins with GameGurus, high school teachers and assessment specialists to develop Leveling Up. The game requires players to contribute to a scientific knowledge building community; and players rate each other's contributions for their value to the communities' learning and decision-making in solving the challenge. Designers also work with high-school teachers to develop bridge activities that leverage science learning in games for use in formal education. Overall, the project goal is to understand the potential of the gaming environment as a direct intervention and as a catalyst to transform and measure high school STEM learning.

The research on Leveling Up compares the science learning measured within social digital games to class-based assessments of similar content and skills and explains the results using data from design documents, participant observations, surveys, interviews and student work. Formative research and iterative design with a cohort of with 15 testbed classes (grades 10-12) result in a set of assessments that have been validated in terms of scientific constructs and a set of common equivalent curriculum and assessments for implementation studies. In the third year of the project, researchers study 12 treatment classes and 3 control classes to compare students' advancement in the game to their gains on classroom assessments. In addition, half of the testbed classes use the classroom bridge activities and half do not, yielding samples of 180 students for each treatment and 90 students for the control sample. Researchers use multilevel models to examine the impact of the Leveling Up game play and bridge activities on high-school students' science knowledge. Independent evaluators (ILI) validate the interpretation of findings from the formative and implementation research.

Leveling Up is a fundamental first step for the STEM education field to understand how the pervasive social media emerging in today's society, including the phenomena of social digital gaming, can be leveraged to create exciting and productive STEM learning environments for the future. These technologies and knowledge building processes are critical for building a workforce of tomorrow that is scientifically, technologically, and data literate and also embody the inquiry and collaboration skills to contribute to productive and informed decisions about Earth's ecosystems and other important scientific and societal issues of our times. The project, Leveling Up, results in an ongoing STEM gaming environment for the public as well as a model for high school STEM assessment that may be used in other social digital games. Finally, Leveling Up also contributes a model for activities that bridge scientific inquiry occurring in social digital games with skills and content taught in high school STEM classes.

 

Leveling Up: Supporting and Measuring High School STEM Knowledge Building in Social Digital Games

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

This project scales and further tests the Target Inquiry professional development model. 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 with chemistry teachers. The project is also producing a website of instructional materials for middle and secondary science.

 

Award Number: 
1118658
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 (RET), 2) materials adaptation (MA), and 3) an action research (AR) 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 GVSU, 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 two new applications 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 two new applications 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 providers, other teachers, and evaluation, including comparison with the previous implementation, contributes to a design-based approach. Teacher factors being studied include beliefs about the 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 within 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:Herrington)

Expanding and Sustaining Understanding Evolution

This project will (1) identify the characteristics and needs of college-level target learners and their instructors with respect to evolution, (2) articulate the components for expanding the Understanding Evolution (UE) site to include an Undergraduate Lounge in which students and instructors will be able to access a variety of evolution resources, (3) develop a strategic plan for increasing awareness of UE, and (4) develop a strategic plan for maintenance and continued growth of the site.

Lead Organization(s): 
Award Number: 
0841757
Funding Period: 
Wed, 10/15/2008 - Thu, 09/30/2010
Full Description: 

The University of California Museum of Paleontology (UCMP) will bring together an experienced group of evolution educators in order to inform the development and maintenance of an effective resource for improving evolution education at the college level. This effort falls under the umbrella of UCMP's highly successful Understanding Evolution (UE) project (http://evolution.berkeley.edu), which currently receives over one million page requests per month during the school year. UE was originally designed around the needs of the K-12 education community; however, increasingly, the site is being used by the undergraduate education community. UCMP intends to embark on an effort to enhance the utility of the UE site for that population, increase awareness of the site at the college level, and secure the project's future so that it can continue to serve K-16 teachers and students. To inform and guide these efforts, UCMP proposes to establish and convene a UE Advisory Board, which will be charged with helping to: (1) identify the characteristics and needs of college-level target learners and their instructors with respect to evolution, (2) articulate the recommended components for expanding the UE site to include an Undergraduate Lounge in which students and their instructors will be able to access a variety of resources for increasing understanding of evolution, (3) develop a strategic plan for increasing awareness of UE within the undergraduate education community, and (4) develop a strategic plan for maintenance and continued growth of the UE site.

Expanding and Sustaining Understanding Evolution
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