Leaders of three DR K-12 projects identify successful instructional strategies for using technology-enhanced curriculum materials, games, and models to achieve the NGSS practices.
The media, the public, and, indeed, many teachers have significantly criticized the introduction of the Common Core, citing concerns such as that it overcomplicates simple topics, diminishes innovation, and ignores equity issues. Following the recent introduction of the Next Generation Science Standards (NGSS), we need compelling examples and powerful research to prevent premature criticism and ensure successful implementation.
Presenters discuss how their projects contribute systemically to the design, implementation, and evaluation of quality elementary science programs.
Quality elementary science programs are faced with the challenge of adapting and/or building upon the Next Generation Science Standards (NGSS) in order to provide an essential foundation for student learning and interest in science. As such, these science programs must address how the practices of science can be linked with cross-cutting concepts through meaningful learning contexts that, of necessity, evolve progressively across grades.
Learn about three projects centered on algebraic habits of mind: a puzzle-centric curriculum for middle school and at-risk algebra students, professional development on the Standards for Mathematical Practice, and an assessment for teachers.
Algebraic habits of mind, at the core of five of the Standards for Mathematical Practice, become both a potent and appealing intervention for at-risk algebra students and a solid prevention-model middle-school course either to accelerate algebra or to ensure success in a later algebra course. The session focuses on the habits of mind in that context, in related professional development work that addresses the Standards for Mathematical Practices, and on assessment of algebraic habits of mind in teachers.
Participants and the presenters will discuss their experiences—including releasing free and paid apps—and provide suggestions to others for successfully reaching many users.
Over a period of five years the SmartGraphs project developed HTML5 software for teaching and learning STEM subjects that make use of line graphs and scatter plots. SmartGraphs activities help students understand the “story” represented by a graph. The project created dozens of activities for algebra, physical science, and other STEM subjects, as well as an authoring system allowing non-computer-programmers to create and disseminate free online activities.
This session addresses challenges related to supporting teachers’ use of curriculum materials to address the challenging features of the CCSSM.
The Common Core State Standards for Mathematics (CCSSM) offer an opportunity for districts to push teachers to enact ambitious practices around instruction and curriculum use. However, taking up ambitious practices entails a number of challenges, some of which were evident during the NCTM Standards reform movement in the 1990s and early 2000s, and some of which reflect new approaches and new policy contexts.
Implementing the NGSS requires changes in teaching, assessments, and curriculum materials. In this session, participants explore theoretical questions for DR K–12 research that are raised by these NGSS implementation challenges.
The Next Generation Science Standards present important shifts for science teaching, assessment, and curriculum materials—focusing on core explanatory ideas, a central role for science and engineering practices, and coherence across time and science disciplines. These challenges for practice require new theoretical advances.
Join a discussion addressing how learning progression-based frameworks, assessments, and instruction can support teachers and students in developing increasingly sophisticated scientific knowledge and practice.
The goal of this session is to discuss possibilities, progress, and problems in using learning progression research to support improved assessment and instruction in middle school and high school classrooms.
In this session, several learning progression-related DR K–12 projects share findings and discuss questions around two issues:
Panelists from three projects share lessons learned in guiding game use in classroom learning, highlighting specific examples of effective resources.
The three panelists in this session are in the last one or two years of their game-based learning projects, and all have done extensive work in supporting use of their games in classroom learning. As their work has progressed, each has discovered valuable ways to support teachers as well as encountered surprises in what teachers wanted (and didn’t want), and now recognize things they wished they had learned in the beginning of their projects. Session participants leave with recommendations they can use in their current projects, including: