The ReaL Earth Inquiry project empowers teachers to employ real-world local and regional Earth system science in the classroom. Earth systems science teachers need the pedagogic background, the content, and the support that enables them to engage students in asking real questions about their own communities. The project is developing online "Teacher-Friendly Guides" (resources), professional development involving fieldwork, and inquiry-focused approaches using "virtual fieldwork experiences."
Projects
This project employs sensing technologies to help transform students' physical actions during play into a set of symbolic (computer) representations in a physics simulation and to engage the children in a developmentally appropriate and powerful form of scientific modeling. The students are in grades K–1 at UCLA's elementary school, and the intervention is based on the existing content unit on Force and Motion.
This project addresses two grand challenges—cutting-edge STEM content and K-12 science assessments. Using DNA Sequencing Analysis Program (DSAP), which will be modified, high school students and teachers will learn molecular biology and modern genetics by working with authentic genomic sequences, and submit their findings for review by scientists. The objective is to develop state-of-the-art Web-based tools and resources that will make it possible for high school students to conduct authentic research in bioinformatics.
This project implemented a facets-of-thinking perspective to design tools and practices to improve high school chemistry teachers' formative assessment practices. Goals are to identify and develop clusters of facets related to key chemistry concepts; develop assessment items; enhance the assessment system for administering items, reporting results, and providing teacher resource materials; develop teacher professional development and resource materials; and examine whether student learning in chemistry improves in classes that incorporate a facet-based assessment system.
This project studies teaching practices in a year-long high school algebra course that integrates hand-held and other electronic devices. Of particular interest is how these technologies can support learners' capacity to efficiently and effectively draw on the distributed intelligences that technical and social networks make available. The investigation focuses on collaborative learning tasks centered on collective mathematical objects, such as functions, expressions, and coordinates that participants in a group must jointly manipulate through networked computers.
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.
This project develops and researches the academic potential of a hybrid instructional model that infuses computer simulations, modeling, and educational gaming into middle school technology education programs. These prototypical materials use 3-D simulations and educational gaming to support students’ learning of STEM content and skills through developing solutions to design challenges.
The project addresses the relatively poor mathematics achievement of students who are not proficient in English. It includes research on how English language learners in beginning algebra classes solve math word problems with different text characteristics. The results of this research inform the development of technology-based resources to support ELLs’ ability to learn mathematics through instruction in English, including tutorials in math vocabulary, integrated glossaries, and interactive assistance with forming equations from word problem text.
SRI International developed a formative assessment intervention that integrates classroom network technologies and contingent curriculum activities to help middle school teachers adjust instruction to improve student learning of Earth science concepts. The intervention was tested as part of a quasi-experimental study within an urban school district in Colorado that includes ethnically and economically diverse student populations. Findings indicate significant student learning gains for students in implementation classes as compared to students in comparison classes.
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.
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.
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 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.
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 is developing software and curriculum materials in which data generated by students playing computer games form the raw material for mathematics classroom activities. Students play a short video game, analyze the game data, conjecture improved strategies, and test their strategies in another round of the game.
This project addresses the challenge “How can promising innovations be successfully implemented, sustained, and scaled in schools and districts in a cost effective manner?” Project partners are researching the expansion of an established preparation and induction support program for K-5 mathematics specialists into rural school systems.
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.
The Data Games project has developed software and curriculum materials in which data generated by students playing computer games form the raw material for mathematics classroom activities. Students play a short video game, analyze the game data, develop improved strategies, and test their strategies in another round of the game.
We developed and tested two ecology case study units for urban high school students underserved in their connection to nature. The case studies, based on digital media stories about current science produced by the American Museum of Natural History, use current scientific data to link ecological principles to daily life and environmental issues. Preliminary testing results show that treatment students made significantly higher gains than the control students on the project's major learning goals.
This project hypothesizes that learners must have access to the real work of scientists if they are to learn both about the nature of science and to do inquiry themselves. It explores the question "How can informal science education institutions best design resources to support teachers, school administrators, and families in the teaching and learning of students to conduct scientific investigations and better understand the nature of science?"
This project focuses on practicing and preservice secondary mathematics teachers and mathematics teacher educators. The project is researching, designing, and developing materials for preservice secondary mathematics teachers that enable them to acquire the mathematical knowledge and situated rationality central to teaching, in particular as it regards the leading of mathematical discussions in classrooms.
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 aims to advance the preparation of preservice teachers in middle school mathematics, specifically on the topic of proportionality, a centrally important and difficult topic in middle school mathematics that is essential to students’ later success in algebra. To address the need for a workforce of high-quality teachers to teach this mathematics, the project is developing a digital text that could be widely used to communicate the unique transitional nature of middle school mathematics.
This project operationalizes research in number, operation, and early algebra. It builds on the paradigm of Dynamic Geometry (the interactive and continuous manipulation of geometric shapes and constructions) with a new technological paradigm, Dynamic Number, centered on the direct manipulation of numerical representations and constructions. Using The Geometer’s Sketchpad as a starting point, KCP Technologies is developing new software tools to deepen students’ conceptions of number and early algebra in grades 2–8.
This project is refining and testing two case study units on contemporary issues in ecology for urban middle and high school students underserved in their connection to nature. The case studies are based on two Science Bulletins, digital media stories about current science produced by the American Museum of Natural History (AMNH), which use current scientific data to link ecological principles to real-world environmental issues, and to link issues to human daily life.