The purpose of this project is to develop and refine an innovative Google-platform based application called CORGI for use with middle school students in physical, life, and earth science classrooms. The new version, CORGI_2, will include supports for content learning and higher order thinking and will pair with the cloud-based applications of the Google environment to offer multiple means of representation, response and engagement as well as videos, models, supports for decoding, and supports for background knowledge.
Projects
This study takes an innovative approach to documenting how teacher knowledge can be enhanced by incorporating a design experience into pre-service mathematics education. Teachers will use digital and fabrication technologies (e.g., 3D printers and laser cutters) to design and use manipulatives for K-6 mathematics learning. The goals of the project include describing how this experience influences the prospective teachers' knowledge and identities while creating curriculum for teacher education.
This project will refine, expand, and validate a formative assessment tool called Math Habits Tool (MHT) for kindergarten through 8th grade classrooms. MHT is intended to capture and understand patterns of in-the-moment teacher-student and student-student classroom interactions in ways that can promote more equitable access to high quality math learning experiences for all students.
This research investigates how state-of-the-art creative and pedagogical agents can improve students' learning, attitudes, and engagement with computer science. The project will be conducted in high school classrooms using EarSketch, an online computer science learning environments that engages learners in making music with JavaScript or Python code. The researchers will build the first co-creative learning companion, Cai, that will scaffold students with pedagogical strategies that include making use of learner code to illustrate abstraction and modularity, suggesting new code to scaffold new concepts, providing help and hints, and explaining its decisions.
This project will investigate how high school students can be supported in developing, organizing and using knowledge of atomic/molecular behavior to make sense of phenomena such as phase changes, atomic emmision spectra and dissolution. The project will study whether an innovative college level curriculum, "Chemistry, Life, the Universe and Everything" (CLUE) can be co-modified by teachers, chemists, and researchers to help students master these difficult concepts and connections.
The aim of this project is to enact and study a process in which middle school teachers of mathematics and visual arts co-design and teach activities that combine math and art to teach data science.
This project will develop and research AquaLab 9, an online video game to engage middle school students in learning science research practices in life sciences content. By engaging in science research practices, students will develop intellectual skills that link directly to many state academic standards and are important for developing STEM literacy and pursuing STEM career pathways.
This project addresses a gap between vision and implementation of state science standards by designing a coordinated suite of instructional, assessment and teacher professional learning materials that attempt to enact the vision behind the Next Generation Science Standards. The study focuses on using state-of-the-art technology to create an 8-week long, immersive, life science field experience organized around three investigations.
The aim of this project is to enact and study a process in which middle school teachers of mathematics and visual arts co-design and teach activities that combine math and art to teach data science.
This project will develop and research AquaLab 9, an online video game to engage middle school students in learning science research practices in life sciences content. By engaging in science research practices, students will develop intellectual skills that link directly to many state academic standards and are important for developing STEM literacy and pursuing STEM career pathways.
This project aims to enact and study the co-design of classroom activities by mathematics and visual arts teachers to promote middle school students' data literacy.
This project will develop and research AquaLab 9, an online video game to engage middle school students in learning science research practices in life sciences content. By engaging in science research practices, students will develop intellectual skills that link directly to many state academic standards and are important for developing STEM literacy and pursuing STEM career pathways.
The project will develop and research a new Mixed Reality environment (MR), called GEM-STEP, that leverages play and embodiment as resources for integrating computational modeling into the modeling cycle as part of science instruction for elementary students.
This project will develop a cloud-based platform that enables high school students, teachers, and scientists to conduct original neuroscience research in school classrooms.
This project aims to support stronger student outcomes in the teaching and learning of geometry in the middle grades through engaging students in animated contrasting cases of worked examples. The project will design a series of animated geometry curricular materials on a digital platform that ask students to compare different approaches to solving the same geometry problem. The study will measure changes in students' procedural and conceptual knowledge of geometry after engaging with the materials and will explore the ways in which teachers implement the materials in their classrooms.
The project will develop and research a new Mixed Reality environment (MR), called GEM-STEP, that leverages play and embodiment as resources for integrating computational modeling into the modeling cycle as part of science instruction for elementary students.
In this project, Student Reporting Labs will develop an online curriculum delivery platform called StoryMaker and a unique set of tools called Storymaker:STEM that will supply in-demand interdisciplinary, multi-modal, STEM-infused teaching and learning tools to classrooms across the country. The project aims to produce unique STEM stories from a teen perspective and partners with local public media stations to provide mentorship and amplify the voices of young people.
This project will use an alternative model for online videos to develop video units that feature the unscripted dialogue of pairs of students. The project team will create a repository of 6 dialogic mathematics video units that target important Algebra 1 and 2 topics for high school and upper middle school students, though the approach can be applied to any STEM topic, for any age level.
The focus of this conference is to carefully examine past and current research with an eye toward improving its impact on practice and to create concrete steps that could shape the nature and impact of mathematics education research.
This research project will produce curricular materials designed to help students learn about viral epidemics as both a scientific and social issue. It will engage students in scientific modeling of the epidemic and in critical analyses of media and public health information about the virus. This approach helps students connect their classroom learning experiences with their lives beyond school, a key characteristic of science literacy.
This project aims to support the mathematics learning of students with disabilities through the development and use of mixed reality simulations for elementary mathematics teacher preparation. These simulations represent low-stakes opportunities for preservice teachers to practice research-based instructional strategies to support mathematics learning, and to receive feedback on their practices.
This project aims to support the mathematics learning of students with disabilities through the development and use of mixed reality simulations for elementary mathematics teacher preparation. These simulations represent low-stakes opportunities for preservice teachers to practice research-based instructional strategies to support mathematics learning, and to receive feedback on their practices.
As a result of the COVID-19 pandemic, schools across much of the U.S. have been closed since mid-March of 2020 and many students have been attempting to continue their education away from schools. Student experiences across the country are likely to be highly variable depending on a variety of factors at the individual, home, school, district, and state levels. This project will use two, nationally representative, existing databases of high school students to study their experiences in STEM education during the COVID-19 pandemic. The study intends to ascertain whether students are taking STEM courses in high school, the nature of the changes made to the courses, and their plans for the fall. The researchers will identify the electronic learning platforms in use, and other modifications made to STEM experiences in formal and informal settings. The study is particularly interested in finding patterns of inequities for students in various demographic groups underserved in STEM and who may be most likely to be affected by a hiatus in formal education.
This project investigates and expands teachers' learning to notice in two important ways. First, the research expands beyond teachers' noticing of written and verbal thinking to attend to gesture and other aspects of embodied and multimodal thinking. Second, the project focuses on algebraic thinking and seeks specifically to understand how teacher noticing relates to the content of algebra. Bringing together multimodal thinking and the mathematical ideas in algebra has the potential to support teachers in providing broader access to algebraic thinking for more students.
This project will bring locally relevant virtual reality (VR) experiences to teachers and students in areas where there is historically low participation of women and underrepresented minorities in STEM. This exploratory project will support the professional growth and development of current middle and high school STEM teachers by providing multiyear summer training and school year support around environmental sciences themed content, implementing VR in the classroom, and development of a support community for the teachers.