Cyberlearning

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

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)

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

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.

Lead Organization(s): 
Award Number: 
1118392
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: Sumner)

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

This project investigated the professional development needed to make teachers comfortable teaching with multi-user simulations and communications that students use every day. The enactment with OpenSim (an open source, modular, expandable platform used to create simulated 3D spaces with customizable terrain, weather and physics) also provides an opportunity to demonstrate the level of planning and preparation that go into fashioning modules with all selected cyber-enabled cognitive tools framed by constructivism, such as GoogleEarth and Biologica.

Lead Organization(s): 
Award Number: 
1020091
Funding Period: 
Wed, 09/01/2010 - Wed, 08/31/2011
Project Evaluator: 
HRI
Full Description: 

There is an increasing gap between the assumptions governing the use of cyber-enabled resources in schools and the realities of their use by students in out of school settings. The potential of information and communications technologies (ICT) as cognitive tools for engaging students in scientific inquiry and enhancing teacher learning is explored. 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, reducing the gap between formal and informal learning and improve student learning outcomes. In the first year, six teachers from school districts - two in Utah and one in New York - are educated 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 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 research methodology includes the use of the classroom observations using RTOP and Technology Use in Science Instruction (TUSI), selected interviews of teachers and students and validated assessments of student learning. Evaluation, by an external evaluator, assesses the quality of the professional development and the quality of the cyber-enabled learning resources, as well as reviews the research design and implementation. An Advisory Board will monitor the project. 

The project is to determine the professional development needed to make teachers comfortable teaching with multi-user simulations and communications 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 all selected cyber-enabled cognitive tools framed by constructivism, such as GoogleEarth and Biologica.

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

Interactive Science and Technology Instruction for English Learners (RAPID)

This project examines the first-year implementation of a program that will provide low-cost netbook computers and specialized software to fifth and sixth grade students in four schools in Southern California. The PIs collect baseline and early implementation data to determine effects of the intervention on students' academic achievement in science, academic writing in science, and interest in further STEM study.

Project Email: 
markw@uci.edu
Lead Organization(s): 
Award Number: 
1053767
Funding Period: 
Fri, 10/01/2010 - Fri, 09/30/2011
Full Description: 

This is a RAPID award to investigators at the University of California, Irvine, to examine the first-year implementation of a program that will provide low-cost netbook computers and specialized software to fifth and sixth grade students in four schools in Southern California. The PIs collect baseline and early implementation data to determine effects if the intervention on students' academic achievement in science, academic writing in science, and interest in further STEM study. They also examine the extent to which participation in the program improves student access to, use of, and self-perceived proficiency with technology and how these attributes are mediated by socioeconomic status, ethnicity, and English learner status. Additionally, they examine the effect of the program on teachers' knowledge of and use of technology for instruction.

Four schools from the same school district with similar demographics serve as comparison schools in the study. Additionally, all fifth and sixth grade teachers participate in the study with four program teachers (two at fifth grade and two at sixth grade) participating more extensively as focus teachers. Both qualitative and quantitative methods are used to examine the effects of the program. 

The products include analysis of extensive data on implementation, learning and attitudes. A total of 531 students are involved in the study as well as their teachers. The findings are likely to guide subsequent implementation and research on full implementation within the targeted schools.

Interactive Science and Technology Instruction for English Learners (RAPID)

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: 
1020086
Funding Period: 
Wed, 09/01/2010 - Mon, 08/31/2015
Project Evaluator: 
Horizon Research
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.

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

SimScientists Human Body Systems: Using Simulations to Foster Integrated Understanding of Complex, Dynamic, Interactive Systems

This project leverages curricular module development to design, develop, and test new cyberlearning modules that integrate multiple (circulation, respiration, and digestion) systems of the human body. The project aims to deepen science content knowledge, science inquiry skills, and model-based reasoning skills for high school biology students. The project will use simulations showing how individual systems function, how they work together, and how the integration of all three creates a dynamic and reactive biological system.

Lead Organization(s): 
Award Number: 
1020264
Funding Period: 
Wed, 09/15/2010 - Sun, 08/31/2014
Project Evaluator: 
Gargani + Company
Full Description: 

This research and development project leverages curricular module development to design, develop, and test new cyberlearning modules that integrate multiple (circulation, respiration, and digestion) systems of the human body. The project aims to deepen science content knowledge, science inquiry skills, and model-based reasoning skills for high school biology students. The project will use simulations showing how individual systems function, how they work together, and how the integration of all three creates a dynamic and reactive biological system. It is expected that the presentation of this dynamic system will result in a deeper understanding of the materials and enhanced performance on student achievement measures. The goals of the project are to: 1. Develop an integrated simulation of the human digestive, circulatory and respiratory systems that allows students to develop productive inquiry strategies. 2. Embed the simulation in online instructional modules that provide immediate, individualized coaching as students are challenged with a series of investigative tasks. 3. Provide reports of students' performances during the activities to students and teachers. 4. Develop follow-up online collaborative investigations that provide differentiated instruction to strengthen students' understanding and support transfer and opportunities to engage in scientific discourse. 5. Develop one benchmark assessment that measures outcomes across all three body systems and reports to students and teachers. 6. Develop and deploy professional development to support teachers as they use these materials. 7. Provide evidence of the technical quality, feasibility, and usability of the new materials. 8. Study the influence of these materials on complex science and inquiry learning of the integration of the three human body systems modeled. A small scale randomized, controlled trial will be performed at the end of the project. The project is grounded in model-based learning, cognitive learning research, and an evidence-centered design. Universal Design for Learning is factored into all simulation designs. Questions asked during the evaluation include: Is the project progressing as planned? Are the modules useable? Are the users satisfied? Are the modules used as intended in a typical high school setting? Does this improve teaching and learning of key content? The primary investigator is WestEd; the American Association for the Advancement of Science is a partner and three teachers from nearby schools serve as co-developers. The project has an external evaluator as well as a strong advisory board. The project will create multi-leveled instructional cyber-modules. These modules will contain embedded assessments that provide students and teachers immediate and individualized coaching. Professional development will also provide teachers tools and guidance to increase their learning of human body systems. Dissemination strategies include featuring the modules on WestEd's award-winning website as well as submission of academic papers to journals and national conferences targeted at science educators and education researchers. Because these modules supplement classroom curricula and use online technology, they could potentially be used to teach millions of high school biology students.

SimScientists Human Body Systems: Using Simulations to Foster Integrated Understanding of Complex, Dynamic, Interactive Systems

ScratchEd: Working with Teachers to Develop Design-based Approaches to the Cultivation of Computational Thinking

This project is designing, developing, and studying an innovative model for professional development (PD) of teachers who use the Scratch computer programming environment to help their students learn computational thinking. The fundamental hypothesis of the project is that engagement in workshops and on-line activities of the ScratchEd professional development community will enhance teacher knowledge about computational thinking, their practice of design-based instruction, and their students' learning of key computational thinking concepts and habits of mind.

Project Email: 
scratched@media.mit.edu
Partner Organization(s): 
Award Number: 
1019396
Funding Period: 
Sun, 08/15/2010 - Wed, 07/31/2013
Project Evaluator: 
Education Development Center
Full Description: 

The ScratchEd project, led by faculty at the Massachusetts Institute of Technology and professionals at the Education Development Center, is designing, developing, and studying an innovative model for professional development (PD) of teachers who use the Scratch computer programming environment to help their students learn computational thinking. The fundamental hypothesis of the project is that engagement in workshops and on-line activities of the ScratchEd professional development community will enhance teacher knowledge about computational thinking, their practice of design-based instruction, and their students' learning of key computational thinking concepts and habits of mind.

The effectiveness of the ScratchEd project is being evaluated by research addressing four specific questions: (1) What are the levels of teacher participation in the various ScratchEd PD offerings and what do teachers think of these experiences? (2) Do teachers who participate in ScratchEd PD activities change their use of Scratch in classroom instruction to create design-based learning opportunities? (3) Do the students of teachers who participate in the ScratchEd PD activities show evidence of developing an understanding of computational thinking concepts and processes? (4) When the research instruments developed for the evaluation are made available for teachers in the Scratch community to use for self-evaluation, how do teachers make use of them? Because both computational thinking and design-based instruction are complex activities, the project research is using a combination of survey, interview, and artifact analysis methods to answer the questions.

The ScratchEd professional development and research work will provide important insight into the challenge of helping teachers create productive learning environments for development of computational thinking. Those efforts will also yield a set of evaluation tools that can be integrated into the ScratchEd resources and used by others to study development of computational thinking and design-based instruction.

Events

  • 2012 Conference - http://events.scratch.mit.edu/conference/
  • Regular Workshops, Webinars, and Meetups - http://scratched.eventbrite.com/
  • Social Media

  • Twitter - http://twitter.com/ScratchEdTeam
  • Facebook - http://www.facebook.com/ScratchEdTeam
  • Vimeo - http://vimeo.com/scratchedteam/
  • Flickr - http://www.flickr.com/photos/38090850@N08/
  • ScratchEd: Working with Teachers to Develop Design-based Approaches to the Cultivation of Computational Thinking

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

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

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

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

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

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

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

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

    Embodied STEM Learning Across Technology-based Learning Environments

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

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

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

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

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

     

    Embodied STEM Learning Across Technology-based Learning Environments
    Syndicate content