Twelve fifth and sixth grade science teacher specialists and their students in a high needs district in Ohio are engaged in a design-based research project within a three-year professional development effort with faculty in several departments at the University of Cincinnati to study how the engineering design process can be used effectively as a pedagogical strategy in science instruction to improve student interest, learning and skill development.
Projects
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.
This project will synthesize existing literature on modeling-based instruction (MBI) in K-12 science education over the last three decades. It will rigorously code and examine the literature to conceptualize the landscape of the theoretical frameworks of MBI approaches, identify the effective design features of modeling-based learning environments with an emphasis on technology-enhanced ones, and identify the most effective MBI practices that are associated with successful student learning through a meta-analysis.
This project provides partial support for the First North American GeoGebra Conference, GeoGebra-NA2010, to be held July 27-28, 2010 at Ithaca College. The global mission of this conference is to build a community of mathematicians, mathematics educators, and classroom teachers who can develop the potential of GeoGebra and other similar software for transformation of mathematics instruction and curricula through creative development, practical experimentation, and research.
This project is examining the relationship between specific technology-based motivational activities and grade 5 to 9 student interest in STEM careers through a variety of classroom-based experiences. The project will test a series of specific hypotheses relating motivation, self-efficacy, STEM career interest, and mathematics learning to activity assignment.
This project is revising and field testing six existing modules and developing, pilot testing, and field testing two engineering modules for required middle school science and mathematics classes: Catch Me if You Can! with a focus on seventh grade life science; and Creating Bioplastics targeting eighth grade physical science. Each module addresses an engineering design challenge of relevance to industries in the region and fosters the development of engineering habits of mind.
This project addresses biology teachers and students at the high school level, responding to the exponential increases occurring in biology knowledge today and the need for students to understand the experimental basis behind biology concepts. The project studies the feasibility of engaging students in an environment where they can learn firsthand how science knowledge develops in the fields of bioinformatics and DNA science by performing collaborative, simulated experiments to solve open-ended problems.
The goals of STEM instruction are to educate a populace that is scientifically and mathematically literate and who can solve real-world problems by applying science and mathematics. This exploratory project is designed to study the effectiveness of professional development focused on the integration of mathematics and science instruction, mediated by technology tools, to improve middle school teachers' ability to teach scientific inquiry and mathematical problem solving.
This project provides visionary leadership to the education community by (a) identifying and analyzing the needs and opportunities for future STEM curriculum development and (b) recommending policy positions and actions by funding agencies and STEM educators regarding the development and implementation of STEM school curricula.
This project is conducting repeated randomized control trials of an approach to high school geometry that utilizes Dynamic Geometry (DG) software and supporting instructional materials to supplement ordinary instructional practices. It compares effects of that intervention with standard instruction that does not make use of computer drawing tools.
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.
This project is exploring how curricula and assessment using dynamic, interactive scientific visualizations of complex phenomena can ensure that all students learn significant science content. Dynamic visualizations provide an alternative pathway for students to understand science concepts, which can be exploited to increase the accessibility of a range of important science concepts. Computer technologies offer unprecedented opportunities to design curricula and assessments using visual technologies and to explore them in research, teaching, and learning.
This project investigates how high school students' understanding about design thinking compares to that of experienced practitioners and whether participation in a multiyear sequence of courses focused on engineering correlates with changes in design thinking. The project builds upon the Standards for Technological Literacy and courses developed at the University of Colorado and the University of Maryland, Baltimore County.
This project contributes to the emerging knowledge base for reform-minded middle school STEM instructional materials development through the development, field-testing, and evaluation of a prototype instructional materials module specifically designed to stimulate and sustain urban-based students’ interest in STEM. The module includes guided inquiry-oriented activities thematically linked by the standards-aligned concept of energy transfer, which highlight the fundamental processes and integrative nature of 21st century scientific investigation.
The overriding goal of this project is to strengthen the “T” and “E” components of STEM in high school courses taken by a majority of students. Our hypothesis is that increasing the presence of engineering and technological design at the high school level, specifically by incorporating engineering activities in high school biology and chemistry classes, will improve students’ understanding of science concepts and strengthen students’ 21st century skills more than traditional methods.
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).
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.
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.
Investigations in Cyber-enabled Education (ICE) strives to provide a professional development design framework for enhancing teacher ability to provide science, technology, and math (STM) instruction for secondary students. Exploratory research will clarify ICE framework constructs and gather empirical evidence to form the basis of anticipated further research into the question: Under what circumstances can cyber-enabled collaboration between STM scientists and educators enhance teacher ability to provide STM education?
This project is exploring the introduction of a nanoscience curriculum into high schools. It is creating and studying a professional development model based on two products, the NanoTeach Teacher's Guide and the NanoTeach Facilitator's Guide. The NanoTeach Teacher's guide is being designed for self study by teachers (low treatment group) and for use in a facilitated development model (high treatment group). The NanoTeach Facilitator's Guide outlines the professional development experiences and provides guidance for facilitators.
This project is designing, developing, and testing a model that delivers effective teacher PD to in-service and preservice teachers to enable the successful implementation of engineering curricula. Research is performed to evaluate the impacts of the curricular materials and the teacher PD framework on classroom instructional practices and student learning, interests, and attitudes and to evaluate which curriculum components are most effective in promoting student learning and interest as a function of gender and ethnicity.
This project is focusing on the redesign of popular commercial video games to support students’ understanding of Newtonian mechanics. In support of this goal, SURGE develops and implements design principles for game-based learning environments, integrating research on conceptual change, cognitive processing-based design, and socio-cognitive scripting. These enhanced games bridge the gap between student learning in non-formal game environments and the formalized knowledge structures learned in school by leveraging and integrating the strengths of each.
Building Base Line Objectives for Children’s Knowledge Skills for Science (BLOCKS)is a 4-year project that integrates research and applied teaching to take a close look inside prekindergarten classrooms. The overall research project includes extensive classroom observation by teachers and researchers of children’s ability to learn science processes and content; intensive professional development and mentoring support for teachers to learn science; and multiple qualitative, as well as, quantitative assessment strategies.
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.
The SAVE Science project is creating an innovative system using immersive virtual environments for evaluating learning in science, consistent with research- and policy-based recommendations for science learning focused around the big ideas of science content and inquiry for middle school years. Motivation for this comes not only from best practices as outlined in the National Science Education Standards and AAAS' Project 2061, but also from the declining interest and confidence of today's student in science.