Ethnography
CAREER: Adapting Curriculum for Learning in Mathematics Education (ACCLIME): Processes and Factors in Teachers' Evolving Adaptations of Curriculum Materials
The ACCLIME project investigates teachers' uses and adaptations of CMP, an NSF-funded middle school curriculum. The study seeks to better articulate: (1) the ways that teachers adapt CMP over time and how they develop professionally as a result of using the curriculum materials; (2) the connection between district policy, resource development, and teachers' curriculum processes; and (3) the dynamic nature of districts' long-term curriculum implementations.
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.
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.
Agency in Sustained Problem-based Inquiry: Learning Science Through and as Innovation
This research and development project develops and tests in the classroom three fifth-grade and two second-grade science units that combine both socio-cultural and socio-cognitive perspectives in order to more fully engage both students and teachers in authentic inquiry and tests the units in second- and fifth-grade classrooms.
CAREER: Examining the Role of Context in the Mathematical Learning of Young Children
This project involves a longitudinal, ethnographic study of children's mathematical performances from preschool to first grade in both formal classroom settings and informal settings at school and home. The study seeks to identify opportunities for mathematical learning, to map varied performances of mathematical competence, to chart changes in mathematical performance over time, and to design and assess the impact of case studies for teacher education.
Radford Outdoor Augmented Reality (ROAR) Project: Immersive Participatory Augmented Reality Simulations for Teaching and Learning Science
This project anticipates the needs of learners in 10 years by developing and testing two learning simulations that are immersive, interactive, and participatory and use augmented reality in the outdoors. Students work in teams to investigate phenomena and solve problems in a gaming environment using wireless handheld GPS units. Using a design-based, mixed-methods approach, the researchers examine the relationships among augmented reality, learning in science, socio-emotional outcomes, and the demographic characteristics of rural, underserved students.





