This project is evaluating existing knowledge about STEM teachers in professional learning communities (PLCs), both prospective teachers and classroom teachers across grades K-12. It will comprehensively synthesize peer-reviewed research but will also examine additional types of knowledge that influence the field. The project methods adapt those of Knowledge Management and Dissemination project, funded by NSF MSP and seeks to further advance the scope and rigor of knowledge synthesis.
Projects
This project provides a virtual environment in which high school physics students can engage in the cutting edge science of studying exoplanets. Using online telescopes and learning software, students gain a deeper understanding of science inquiry, including reasoning from models, gathering assessing, and interpreting authentic data, and drawing conclusions from multiple line of evidence. The research advances our understanding of ways to increase students' knowledge of data literacy.
This project will examine the impact of a 12-year statewide science field trip program called LabVenture, a hands-on program in discovery and inquiry that brings middle school students and teachers across the state of Maine to the Gulf of Maine Research Institute (GMRI) to become fully immersed in explorations into the complexities of local marine science ecosystems.
This is a large-scale, cross-sectional, and longitudinal study aimed at understanding and supporting the teaching of science and engineering practices and academic language development of middle and high school students (grades 7-10) with a special emphasis on English language learners (ELLs) and a focus on biotechnology.
This project will develop a modified virtual world and accompanying curriculum for middle school students to help them learn to more deeply understand ecosystems patterns and the strengths and limitations of experimentation in ecosystems science. The project will build upon a computer world called EcoMUVE, a Multi-User Virtual Environment or MUVE, and will develop ways for students to conduct experiments within the virtual world and to see the results of those experiments.
The COVID-19 pandemic has highlighted the need for supporting student learning about viral outbreaks and other complex societal issues. Given the complexity of issues like viral outbreaks, engaging learners with different types of models (e.g., mechanistic, computational and system models) is critical. However, there is little research available regarding how learners coordinate sense making across different models. This project will address the gap by studying student learning with different types of models and will use these findings to develop and study new curriculum materials that incorporate multiple models for teaching about viral epidemics in high school biology classes.
This project tests and refines a hypothetical learning trajectory and corresponding assessments, based on the collective work of 50 years of research in mathematics education and psychology, for improving students' ability to reason, prove, and argue mathematically in the context of algebra. The study produces an evidence-based learning trajectory and appropriate instruments for assessing it.
This project is creating five video-case modules for use in professional development of middle school mathematics teachers. The materials are designed to develop teachers' understanding of mathematics knowledge for teaching similarity. In total, 18-24 video cases will be produced, which, taken together, form the curriculum of a 45- to 60-hour professional development course.
This project will develop and test two curriculum units on the topic of evolution for high school general biology courses, with one unit focusing primarily on human case studies to teach evolution and one unit focusing primarily on case studies of evolution in other species. The two units will be compared to examine how different approaches to teaching evolution affect students and teachers.
Data literacy is the ability to ask questions, analyze, interpret, and draw conclusions from data. As the world and the workplace become more data-driven, students need to have stronger data literacy across multiple disciplines, including science. This project uses an instructional framework, Data Puzzles, to investigate how to support middle grades teachers learning to include data literacy in their science teaching. Data Puzzles integrate mathematical and computational thinking with ambitious science teaching instructional practices and contemporary science topics. Students engaging with Data Puzzles resources can analyze real-world climate science data using web-based data analysis tools to make sense of science phenomena and develop data literacy.
Data literacy is the ability to ask questions, analyze, interpret, and draw conclusions from data. As the world and the workplace become more data-driven, students need to have stronger data literacy across multiple disciplines, including science. This project uses an instructional framework, Data Puzzles, to investigate how to support middle grades teachers learning to include data literacy in their science teaching. Data Puzzles integrate mathematical and computational thinking with ambitious science teaching instructional practices and contemporary science topics. Students engaging with Data Puzzles resources can analyze real-world climate science data using web-based data analysis tools to make sense of science phenomena and develop data literacy.
This project aims to develop an innovative field-based science learning approach that will support the capacity of culturally diverse students in Grades K-3 to engage in complex ecological reasoning and related problem solving. To provide rich learning environments, outdoor learning gardens will be created in which students, teachers, garden educators, and families participate in activities that facilitate the investigation of tangible ecological challenges such as water capture and food security.
This project aims to meet this need by developing PreK-5, equity-oriented, field-based, interdisciplinary curricular materials that support students' socioecological reasoning and sustainable decision making. The science learning experiences will be integrated across disciplines from literacy to civic and social studies lessons. The curricular materials will be part of a science education model that facilitates family engagement in ways that transform relations between educators, families, and students' science learning. The curricular activities will be co-designed with teachers while using local nature and culture as a resource.
This project aims to meet this need by developing PreK-5, equity-oriented, field-based, interdisciplinary curricular materials that support students' socioecological reasoning and sustainable decision making. The science learning experiences will be integrated across disciplines from literacy to civic and social studies lessons. The curricular materials will be part of a science education model that facilitates family engagement in ways that transform relations between educators, families, and students' science learning. The curricular activities will be co-designed with teachers while using local nature and culture as a resource.
This project will develop and study two sets of instructional materials for K-2 teacher professional development in mathematics and science that are aligned with the CCSS and NGSS. Teachers will be able to review the materials online, watch video of exemplary teaching practice, and then upload their own examples and students' work to be critiqued by other teachers enrolled in professional learning communities as well as expert coaches.
This project is developing teaching modules that engage high school students in learning and using mathematics. Using geo-spatial technologies, students explore their city with the purpose of collecting data they bring back to the formal classroom and use as part of their mathematics lessons. This place-based orientation helps students connect their everyday and school mathematical thinking. Researchers are investigating the impact of place-based learning on students' attitudes, beliefs, and self-concepts about mathematics in urban schools.
Understanding probability is essential for daily life. Probabilistic reasoning is critical in decision making not only for people but also for artificial intelligence (AI). AI sets a modern context to connect probability concepts to real-life situations. It also provides unique opportunities for reciprocal learning that can advance student understanding of both AI systems and probabilistic reasoning. This project aims to improve the current practice of high school probability education and to design AI problem-solving to connect probability and AI concepts. Set in a game-based environment, students learn and practice applying probability theory while exploring the world of probability-based AI algorithms to solve problems that are meaningful and relevant to them.
Understanding probability is essential for daily life. Probabilistic reasoning is critical in decision making not only for people but also for artificial intelligence (AI). AI sets a modern context to connect probability concepts to real-life situations. It also provides unique opportunities for reciprocal learning that can advance student understanding of both AI systems and probabilistic reasoning. This project aims to improve the current practice of high school probability education and to design AI problem-solving to connect probability and AI concepts. Set in a game-based environment, students learn and practice applying probability theory while exploring the world of probability-based AI algorithms to solve problems that are meaningful and relevant to them.
The project has had three major areas of focus: (1) Offering professional development to help elementary and 6th grade teachers become more responsive teachers, attending and responding to their students' ideas and reasoning; (2) Developing web-based resources (both curriculum and case studies) to promote responsive teaching in science; and (3) research how both teachers and students progress in their ability to engage in science inquiry.
Through this project, researchers will develop internet-based assessments designed to capture learning outcomes that (a) measure the higher order cognitive skills that are essential to current reform efforts, and (b) that report results in ways that are readily accessible and interpretable.
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?"
The purpose of this project is to test the efficacy of the Learning and Teaching with Learning Trajectories (LT2) program with the goal of improving mathematics teaching and thereby increasing young students' math learning. LT2 is a professional development tool and a curriculum resource intended for teachers to be used to support early math instruction and includes the mathematical learning goal, the developmental progression, and relevant instructional activities.
This project will use classroom-based research to teach children about important algebraic concepts and to carefully explore how children come to understand these concepts. The primary goal is to identify levels of sophistication in children's thinking as it develops through instruction. Understanding how children's thinking develops will provide a critical foundation for designing curricula, developing content standards, and informing educational policies.
This project is studying measurement practices from pre-K to Grade 8, as a coordination of the STEM disciplines of mathematics and science. This research project tests, revises and extends learning trajectories for children's knowledge of geometric measurement across a ten-year span of human development. The goal will be to validate all components of each learning trajectory, goal, developmental progression, and instruction tasks, as well as revising each LT to reflect the outcomes of the experiments.
This project designs, develops and tests a digital gaming environment for high school students that fosters and measures science learning within alternate reality games about saving Earth's ecosystems. Players work together to solve scientific challenges using a broad range of tools including a centralized web-based gaming site and social networking tools, along with handheld smart-phones, and an avatar-based massively multiplayer online environment. The game requires players to contribute to a scientific knowledge building community.