Michael Haney

Concord Consortium
10/01/2006

This project is developing technology-rich science curriculum exemplars for grades 3-6 based on Universal Design for Learning (UDL) principles. The project is testing the effectiveness of the approach and providing an exemplar that can inspire additional content and further development. A set of professional development materials to support teacher implementation of UDL science curriculum in the classroom is planned. Probes are used for lab investigations and computational models are used for experimentation in virtual environments.

Anita Borg Institute for Women and Technology (ABI)
08/15/2009

This project convenes K-12 teachers working with underrepresented populations of students at the 2009 Grace Hopper Celebration and produces a workshop and white paper designed to (1) instigate discussion of equity and computer science curricula; (2) create knowledge sharing opportunities on concrete solutions grounded in teachers’ articulated needs; (3) disseminate these solutions to a broad audience of teachers, STEM practitioners, and interested stakeholders; and (4) evaluate the effectiveness of these solutions in classrooms.

Louisiana State University (LSU)
06/15/2006

This project assists teachers in analyzing their own science inquiry skills as well as those of their students via the development of an inquiry skill analyzer (iSA); and to assist teachers in selecting, designing, developing, implementing and evaluating technology-supported learning activities to develop science inquiry skills, especially in identified weak areas through the development of an inquiry activity portal (iAP).

University of Wisconsin-Madison (UW-Madison)
09/01/2009

This project is developing a system for producing automated professional mentoring while students play computer games based on STEM professions. The project explores a specific hypothesis about STEM mentoring: A sociocultural model as the basis of an automated tutoring system can provide a computational model of participation in a community of practice, which produces effective professional feedback from nonplayercharacters in a STEM learning game.

Utah State University (USU)
08/15/2010

Doing science requires that students learn to create evidence-based arguments (EBAs), defined as claims connected to supporting evidence via premises. In this CAREER project, I investigate how argumentation ability can be enhanced among middle school students. The project entails theoretical work, instructional design, and empirical work, and involves 3 middle schools in northern Utah and southern Idaho.

University of California, Los Angeles (UCLA)
07/01/2004

This project provides middle school students and teachers access to live scientific data from the Center for Embedded Networked Sensing, and curriculum modules built around sensor networks that target core life science content and inquiry standards. This Web-based architecture allows students from ethnically diverse urban schools, typically underserved by technological innovation, to explore the same data that scientists use, and develops and evaluates fading technological and pedagogical scaffolds for inquiry as students gain competence.

Maricopa Community Colleges, Arizona State University (ASU)
07/01/2004

CISIP is a professional development program that enables English and science teachers to help students to learn content and communicate scientifically. The CISIP program: Translates How Students Learn Science in the Classroom and Common Core State Standards for student success; targets learning within a classroom discourse community that focuses on argumentation; and takes a team of science and English teachers at schools from middle level through university who collaborate.

Maine Mathematics and Science Alliance (MMSA)
05/15/2004

This project is developing a series of print and web resource guides in science and mathematics based on curriculum topic study (CTS), an approach developed and tested successfully. CTS is used to provide a systematic way of intellectually engaging K-12 mathematics and science teachers with national standards and cognitive research. It is used to engage teachers in thought and discussion about both content and appropriate ways of teaching that content.

North Carolina State University (NCSU)
08/01/2008

The project draws upon intelligent tutoring and narrative-centered learning technologies to produce a suite of intelligent game-based learning environments for upper elementary school science students. The games explicitly model student knowledge and problem solving and dynamically customize feedback, advice, and explanation as appropriate. Unlike its predecessor, the platform is multi-user so it can support collaboration; offer dynamically generated feedback, advice, and explanation; and provide a pedagogical dashboard that generates student progress reports.

Concord Consortium
08/15/2009

SmartGraphs activities run in a web browser; there is no software to download or install. SmartGraphs allows students to interact with on-screen graphs to learn about linear equations, the motion of objects, population dynamics, global warming, or other STEM topics that use scatter plots or line graphs. Teachers and students may also use and share existing activities, which are released under a Creative Commons license (see http://www.concord.org/projects/smartgraphs#curriculum).

Utah State University (USU)
03/15/2006

This project helps teachers learn to use NSDL resources in ways that meaningfully affect their practice in STEM content areas while increasing their skills as designers of learning activities. The objectives of this three-year project are to: design and implement a teacher development model and STEM content development model; contribute teacher-designed learning activities to NSDL; and use evaluation and research to measure impact on teaching.

Massachusetts Institute of Technology (MIT)
09/01/2010

This project will investigate how complex systems concepts supported by innovative curricular resources, technology applications and a comprehensive research and development structure can assist student learning in the domain of biology by providing a unifying theme across scales of time and space. The project seeks to address four areas of critical need in STEM education: biological sciences, complex systems, computational modeling, and equal access for all.

Arizona State University (ASU)
08/15/2010

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?

Northwestern University (NU)
08/01/2010

This project develops and assesses the effectiveness of integrating three computation-based technologies into curricular modules: agent-based modeling (ABM), real-world sensing, and collaborative classroom networks. The STEM disciplines addressed are life sciences and physical sciences at middle and high school levels, specifically Evolution, Population Biology/Ecology, Kinetic Molecular Theory, and Electromagnetism.

Texas A&M University
09/01/2006

This project is developing five web-based modules for middle school science that engage students in student-directed inquiry and provide teachers with professional development in facilitating this inquiry. These modules immerse students in virtual environments for learning (VELs) where they take on the role of scientists engaged in a complex task. The virtual settings presented in the VELs support students in designing and carrying out their own investigations.

Massachusetts Institute of Technology (MIT)
09/01/2010

This is a continuing research project that supports (1) creation of what are termed "ink inscriptions"--handwritten sketches, graphs, maps, notes, etc. made on a computer using a pen-based interface, and (2) in-class communication of ink inscriptions via a set of connected wireless tablet computers. The primary products are substantiated research findings on the use of tablet computers and inscriptions in 4th and 5th grade math and science, as well as models for teacher education and use.

Massachusetts Institute of Technology (MIT), TERC, Inc.
09/01/2010

This is a continuing research project that supports (1) creation of what are termed "ink inscriptions"--handwritten sketches, graphs, maps, notes, etc. made on a computer using a pen-based interface, and (2) in-class communication of ink inscriptions via a set of connected wireless tablet computers. The primary products are substantiated research findings on the use of tablet computers, inscriptions, and networks in 4th/5th grade classrooms as well as models for teacher education and use.

University of Alabama at Birmingham (UAB)
08/01/2009

This project builds and tests applications tied to the school curriculum that integrate the sciences with mathematics, computational thinking, reading and writing in elementary schools. The investigative core of the project is to determine how to best integrate computing across the curriculum in such a way as to support STEM learning and lead more urban children to STEM career paths.

Massachusetts Institute of Technology (MIT)
09/01/2008

This exploratory project seeks to understand the role that a network of tablet computers may play in elementary and middle school math and science classrooms. The study will use classroom observations, student interviews, teacher interviews and student artifacts to identify the advantages and disadvantages of these resources, understand what challenges and benefits they offer to teachers, and offer recommendations for future hardware, software, and curriculum development.

Massachusetts Institute of Technology (MIT), TERC, Inc.
09/01/2008

This exploratory project seeks to understand the role that a network of tablet computers may play in elementary and middle school math and science classrooms. The project uses classroom observations, student interviews, teacher interviews, and student artifacts to identify the advantages and disadvantages of these resources, to understand what challenges and benefits they offer to teachers, and to offer recommendations for future hardware, software, and curriculum development.