Cyberlearning

Cyber-enabled Learning: Digital Natives in Integrated Scientific Inquiry Classrooms (Collaborative Research: Campbell)

This project explores the potential of information and communications technologies (ICT) as cognitive tools for engaging students in scientific inquiry and for enhancing teacher learning. A comprehensive professional development program of over 240 hours, along with follow-up is used to determine how teachers can be supported to use ICT tools effectively in classroom instruction to create meaningful learning experiences for students, reduce the gap between formal and informal learning, and improve student learning outcomes.

Lead Organization(s): 
Award Number: 
1258854
Funding Period: 
Mon, 10/01/2012 - Wed, 09/30/2015
Full Description: 

There is an increasing gap between the use of cyber-enabled resources in schools and the realities of their use by students in out of school settings. This project explores the potential of information and communications technologies (ICT) as cognitive tools for engaging students in scientific inquiry and for enhancing teacher learning. A comprehensive professional development program of over 240 hours, along with follow-up is used to determine how teachers can be supported to use ICT tools effectively in classroom instruction to create meaningful learning experiences for students, reduce the gap between formal and informal learning, and improve student learning outcomes. In the first year, six teachers from school districts in Utah and New York are prepared to become teacher leaders and advisors. Then three cohorts of 30 teachers matched by characteristics are provided professional development and field test units over two years in a delayed-treatment design. Biologists from Utah State University and New York College of Technology develop four modules that meet the science standards for both states -- the first being changes in the environment. Teachers are then guided to develop additional modules. The key technological resource to be used in the project is the Opensimulator 3D application Server (OpenSim), an open source, modular, expandable platform used to create simulated 3D spaces with customizable terrain, weather and physics.

The effects of the professional development program are measured by classroom observations using RTOP and Technology Use in Science Instruction (TUSI), selected interviews of teachers and students, and validated assessments of student learning. An external evaluator assesses the quality of the professional development activity and the quality of the cyber-enabled learning resources and reviews the research design and implementation. An advisory board will monitor the project.

The principal outcome of this project will be insight into the professional development needed to make teachers comfortable teaching with the kinds of multi-user simulations and communication technologies that students use everyday. The enactment with OpenSim also provides an opportunity to demonstrate the level of planning and preparation that go into fashioning modules with selected cyber-enabled cognitive tools such as GoogleEarth and Biologica.

(Note: This project was originally awarded to the Lead Organization, Utah State University under the Award #1020086 and for the Funding Period:  Wed, 09/01/2010 - Mon, 08/31/2015. Due to a change in institution by the PI of the project, a new award was issued: Award # 1258854)

Cyber-enabled Learning: Digital Natives in Integrated Scientific Inquiry Classrooms (Collaborative Research: Campbell)

Improving Capacity for Game-based Research to Scale: a Conference

This workshop addresses the need to connect a range of experts involved in game development and research to develop and disseminate best practices. The workshop will also establish a network hub where educators and developers can find tools for implementing game-based curricula. The project will bring together approximately 100 early contributors, including researchers, teachers, game designers and publishers, to inform the next phases of research, development, and production in the field of games and learning.

Lead Organization(s): 
Award Number: 
1258679
Funding Period: 
Mon, 10/01/2012 - Mon, 09/30/2013
Full Description: 

A growing number of educators are looking to game-based learning approaches to increase interest in and understanding of major science mathematics, engineering and technology (STEM) concepts. Serious games have demonstrated the capacity to engage learners in complex domains through role playing and problem solving. A key hypothesis driving many educators' interest in serious games is that they might reach broader scale than previous educational innovations because of their capacity to engage learners, give teachers highly polished learning resources, and provide parents, teachers, administrators and students tools for assessing learning. As examples of empirically-tested game-based learning materials proliferate, the field might benefit by connecting researchers, teachers, developers and policy makers so as to increase the field's capacity to reach scale.

This workshop addresses the need to connect a wide range of experts involved in game development and research to develop and disseminate best practices. The workshop will also establish a network hub where educators and developers can find tools for implementing game-based curricula. Specifically, the project will bring together approximately 100 early contributors, including researchers, teachers, game designers and publishers, to inform the next phases of research, development, and production in the field of games and learning. A closed beta experience will launch in late winter 2013 to support participants preparing for the workshop followed by a public workshop at the annual Games+Learning+Society in June 2013. The goal is to build the basis for a nationwide network of teachers, developers, academics, and industry leaders. If successful, this model will be held at other campuses, including Boston / MIT, Arizona State, and Vanderbilt.

Improving Capacity for Game-based Research to Scale: a Conference

FUN: A Finland US Network for Engagement and STEM Learning in Games

As part of a SAVI, researchers from the U.S. and from Finland will collaborate on investigating the relationships between engagement and learning in STEM transmedia games. The project involves two intensive, 5 day workshops to identify new measurement instruments to be integrated into each other's research and development work. The major research question is to what degree learners in the two cultures respond similarly or differently to the STEM learning games.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1252709
Funding Period: 
Mon, 10/01/2012 - Tue, 09/30/2014
Full Description: 

As part of a SAVI, researchers from the U.S. and from Finland will collaborate on investigating the relationships between engagement and learning in STEM transmedia games. The members of U.S. Team for this project come from TERC, WGBH and Northern Illinois University. The project involves two intensive, 5 day workshops to identify new measurement instruments to be integrated into each other's research and development work. The major research question is to what degree learners in the two cultures respond similarly or differently to the STEM learning games.

FUN: A Finland US Network for Engagement and STEM Learning in Games

GeniVille: Exploring the Intersection of School and Social Media

This project examines the design principles by which computer-based science learning experiences for students designed for classroom use can be integrated into virtual worlds that leverage students' learning of science in an informal and collaborative online environment. GeniVille is the integration of Geniverse, a education based game that develops middle school students' understanding of genetics with Whyville, an educational virtual word in which students can engage in a wide variety of science activities and games.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1238625
Funding Period: 
Mon, 10/01/2012 - Tue, 09/30/2014
Full Description: 

This project examines the design principles by which computer-based science learning experiences for students designed for classroom use can be integrated into virtual worlds that leverage students' learning of science in an informal and collaborative online environment. GeniVille, developed and studied by the Concord Consortium, is the integration of Geniverse, a education based game that develops middle school students' understanding of genetics with Whyville, developed and studied by Numedeon, Inc., an educational virtual word in which students can engage in a wide variety of science activities and games. Genivers has been extensively researched in its implementation in the middle school science classroom. Research on Whyville has focused on how the learning environment supports the voluntary participation of students anywhere and anytime. This project seeks to develop an understanding of how these two interventions can be merged together and to explore mechanisms to create engagement and persistence through incentive structures that are interwoven with the game activities. The project examines the evidence that students in middle schools in Boston learn the genetics content that is the learning objective of GeniVille.

The project uses an iterative approach to the modification of Geniverse activites and the Whyville context so that the structured learning environment is accessible to students working collaboratively within the less structured context. The modification and expansion of the genetics activities of the project by which various inheritance patterns of imaginary dragons are studied continues over the course of the first year with pilot data collected from students who voluntarily engage in the game. In the second year of the project, teachers from middle schools in Boston who volunteer to be part of the project will be introduced to the integrated learning environment and will either use the virtual learning environment to teach genetics or will agree to engage their students in their regular instruction. Student outcomes in terms of engagement, persistence and understanding of genetics are measured within the virtual learning environment. Interviews with students are built into the GeniVille environment to gauge student interest. Observations of teachers engaging in GeniVille with their students are conducted as well as interviews with participating teachers.

This research and development project provides a resource that blends together students learning in a computer simulation with their working in a collaborative social networking virtual system. The integration of the software system is designed to engage students in learning about genetics in a simulation that has inherent interest to students with a learning environment that is also engaging to them. The project leverages the sorts of learning environments that make the best use of online opportunities for students, bringing rich disciplinary knowledge to educational games. Knowing more about how students collaboratively engage in learning about science in a social networking environment provides information about design principles that have a wide application in the development of new resources for the science classroom.

GeniVille: Exploring the Intersection of School and Social Media

Transforming STEM Competitions into Collaboratives: Developing eCrafting Collabs for Learning with Electronic Textiles

This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1238172
Funding Period: 
Mon, 10/01/2012 - Tue, 09/30/2014
Full Description: 

This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences.

The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility.

This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.

Transforming STEM Competitions into Collaboratives: Developing eCrafting Collabs for Learning with Electronic Textiles

Sensing Science: Temperature and Heat Readiness for Early Elementary Students

Concord Consortium is exploring K-2 students' understanding of heat and temperature in two Massachusetts school districts using sensors that display temperatures as colors. Exploration activities are being created, and students are being videotaped carrying out the activities. Students complete a short assessment for each activity. The exploration activities, assessments, and project data are available via open source through a website at Concord Consortium and are being presented to multiple professional audiences.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1222892
Funding Period: 
Mon, 10/01/2012 - Tue, 09/30/2014
Full Description: 

Concord Consortium is exploring K-2 students' understanding of heat and temperature in two Massachusetts school districts using sensors that display temperatures as colors. The project is investigating the following research questions:

- How can visualizations, data collection linked to everyday experiences, and student reflection integrated into creative exploration address student preconceptions and promote K-2 student understanding of temperature and heat?

- How can the use of replay of video and reflection aid in addressing K-2 student preconceptions and improve student understanding of heat and temperature?

- Can the use of visualizations and data collection via digital sensing technology advance K-2 students past the goals of the K-2 science frameworks?

The project is being implemented in 10 classrooms for about 250 children representing diverse populations. Exploration activities are being created, and students are being videotaped carrying out the activities. Students complete a short assessment for each activity. Project staff will revisit the videos with the students to explore student concepts at a deeper level. David Reider of Education Design Inc. is conducting the evaluation which will focus on 1) program efficacy and design and 2) alignment with research design. It is formative in design with annual summative reports. From their data, the project is constructing a progressive hierarchy of student theories of heat and temperature. The project is also producing a protocol that teachers can use to have better dialogues with children that support children's reconstruction of their initial conceptions. The exploration activities, assessments, and project data are available via open source through a website at Concord Consortium and are being presented to multiple professional audiences.

Sensing Science: Temperature and Heat Readiness for Early Elementary Students

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)

CAREER: Supporting Computational Algorithmic Thinking (SCAT)--Exploring the Development of Computational Algorithmic Thinking Capabilities in African-American Middle School Girls

The project at Spelman College includes activities that develop computational thinking and encourage middle school, African-American girls to consider careers in computer science. Over a three-year period, the girls attend summer camp sessions of two weeks where they learn to design interactive games. Experts in Computational Algorithmic Thinking as well as undergraduate, computer science majors at Spelman College guide the middle-school students in their design of games and exploration of related STEM careers.

Lead Organization(s): 
Award Number: 
1150098
Funding Period: 
Sun, 07/15/2012 - Fri, 06/30/2017
Full Description: 

The Supporting Computational Algorithmic Thinking (SCAT) project at Spelman College includes activities that develop computational thinking and encourage middle school, African-American girls to consider careers in computer science. Over a three-year period, the girls attend summer camp sessions of two weeks where they learn to design interactive games. They participate in workshops, field trips, and game-design competitions. Experts in Computational Algorithmic Thinking as well as undergraduate, computer science majors at Spelman College guide the middle-school students in their design of games and exploration of related STEM careers.

Research on the development of Computational Algorithmic Thinking is an integral part of the project. The researcher is investigating how middle-school girls develop computational thinking and problem solving skills. Game design has been shown to be an area that is attractive to adolescents and it requires extensive problem solving and computational algorithmic thinking. Within the context of designing games individually and within groups, the researcher is assessing how the girls develop computational algorithmic thinking, and what difficulties they experience. Researchers are also assessing how the project experiences influence the students' self-perceptions of themselves as problem solvers. At the same time, the girls engaged in educational experiences where they are expected to gain knowledge in mathematics, programming, and reasoning, as well as game design. Research data consists of artifacts that the students have created, observations, participant journals, and interviews.

Computational Algorithmic Thinking is an essential skill for most STEM careers. African-American women are underrepresented in many STEM fields and especially in computer science. The goals of the project are to prepare girls with these essential skills and to increase their confidence in participating in STEM education. The project is also exposing participating girls to a wide variety of STEM careers. In addition, the materials, lesson plans, and activities generated in the project are available to be used, without charge, by other groups interested in designing similar programs.

CAREER: Supporting Computational Algorithmic Thinking (SCAT)--Exploring the Development of Computational Algorithmic Thinking Capabilities in African-American Middle School Girls

Overcoming Obstacles to Scaling-up with a Cyberlearning Professional Development Model (Collaborative Research: Zahm)

This project will develop and test a cyberlearning professional-development model that builds on the successful Curriculum Customization Service model implemented in Denver with EarthComm. The cyberlearning system is tested with the Project Based Inquiry Science (PBIS) curriculum - a proven comprehensive middle school science curriculum. The cyberlearning system is evaluated for scalability, affordability, flexibility, and effectiveness for changing teacher practice and student learning.

Award Number: 
1119202
Funding Period: 
Thu, 09/01/2011 - Sat, 08/31/2013
Full Description: 

It's About Time publishers in collaboration with the University of Colorado at Boulder develop and test a cyberlearning professional-development model that builds on the successful Curriculum Customization Service model implemented in Denver with EarthComm. The cyberlearning system is tested with the Project Based Inquiry Science (PBIS) curriculum - a proven comprehensive middle school science curriculum. In the first two years, six unit-specific materials, curriculum implementation webinars, electronic teacher editions, and teacher planning guide software are developed with teacher input and tested. In the third year, forty middle school teachers nationwide use the cyberlearning system. The learning of their students is compared to students of teachers who had other professional development. The cyberlearning system is evaluated for scalability, affordability, flexibility, and effectiveness for changing teacher practice and student learning.

In the first two years ethnographic studies done by WestEd inform the project about how teachers use the cyberlearning system and which parts are most efficacious. At the same time WestEd collects data of student learning and classroom practice from teachers who have had traditional professional development offered by the publishers. At the same time, data are gathered about student learning in classes whose teachers receive traditional professional development. These teachers form a matched control group for the teachers engaged in cyberlearning professional development in the third year. Their student learning data are compared to the learning of students whose teachers are engaged in the cyberlearning professional development. The research is evaluated by three members of the Advisory Board who have credentials in research methodology, content and broadening participation.

Effective implementation of reform-based STEM curricula depends upon curriculum-based, consistent and well developed professional development. Scaling-up to a broad-based national market is logistically constrained by traditional face-to-face professional development. The project will lead to a tested, useful, affordable, and effective system on-line system to support teacher implementation of reform science curricula that will be used by It's About Time publishers and will be available to others. The results disseminated in the research and practitioner literature can transform the professional development provided by publishers of reform science materials.

Overcoming Obstacles to Scaling-up with a Cyberlearning Professional Development Model (Collaborative Research: Zahm)
Syndicate content