This project enhances and expands video-based instruction to help prospective and practicing teachers analyze the development of children's mathematical thinking. It trains teachers to: (a) understand from a cognitive developmental psychology perspective how children learn and think about mathematics; (b) assess children's mathematical knowledge and plan instructional activities accordingly; (c) develop an evidence-based understanding of effective and developmentally appropriate teaching methods and curricula; and (d) develop a basic understanding of key mathematical concepts.
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 project makes use of technology to create timely, valid, and actionable reports to teachers by analyzing assessments and logs of student actions generated in the course of using computer-based curriculum materials. The reports allow teachers to make data-based decisions about alternative teaching strategies. The technology supports student collaborations and the assignment of different learning activities to groups, an essential function needed for universal design for learning (UDL).
This project investigates the educational value of computer technologies for learning engineering. The project engages high school students to design, build, and evaluate an energy-efficient model house with the aid of computer simulation and design tools.
This project investigates the educational value of computer technologies for learning engineering. The project engages high school students to design, build, and evaluate an energy-efficient model house with the aid of computer simulation and design tools. The project will test the assertion that simulations and hands-on projects are mutually beneficial. The project has developed a computational fluid dynamics simulation tool called Energy2D that teaches heat transfer concepts, as well as a computer-aided design and fabrication tool called Energy3D that supports the full cycle of engineering practices. A comprehensive curriculum book "Engineering Energy Efficiency" has been developed to challenge students to use the tools to improve the energy performances of their model houses step by step, allowing students to learn and apply science to solving engineering problems.
Two rounds of pilot tests have been conducted to test our materials and research instruments. A large-scale research study involving about 250 students is currently underway to investigate the effects of Energy2D and Energy3D in fostering learning. Our study focuses primarily on two areas: a) Do the computer tools increase learning of science concepts and engineering design? b) How well can students apply science to engineering? The data we are collecting includes a wide range of sources such as pre/post tests, embedded assessments, student artifacts, reports, presentations, and teacher opinions. We are in the process of synthesizing and analyzing these data to provide a high-definition lens for viewing into student learning processes.
This project uses computer-based models of interacting organisms and their environments to support a learning progression leading to an appreciation of the theory of evolution and evidence that supports it. The project has created a research-based curriculum centered on progressively complex models that exhibit emergent behavior. The project will help improve the teaching of complex scientific topics and provide a reliable means of directly assessing students' conceptual understanding and inquiry skills.
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).
SmartGraphs is a project that studies the educational value of digital objects embedded in graphs that “know” about themselves and that provide scaffolding to students to help them learn about graphs and the concepts conveyed in graphs. As planned, digital Smart Graphs can be authored or customized by teachers and accept inputs from students’ responses, sketches, functions, models, and probes. The software analyzes the graphs for the kinds of features that experts recognize and then engages students in conversations that instruct and assess student knowledge.
The project is guided by collaboration between the Concord Consortium and the Pennsylvania State Department of Education Classrooms for the Future program, through which 140,000 laptop computers are deployed to serve 500,000 students. The development of Smart Graphs is based on extensive prior research about students’ use and understanding of graphs (TEEMSS II and Science Universal Design for Learning projects) at the Concord Consortium.
We are analyzing the intended algebra curriculum as represented in a variety of high-school mathematics textbooks – Core Plus Mathematics Project (CPMP), Discovering Mathematics (Key Curriculum Press), EDC's Center for Mathematics Education, Glencoe, Interactive Mathematics Program (IMP), and University of Chicago School Mathematics Project (UCSMP). The textbook analysis is based on two dimensions frequently used for curriculum analysis: a content dimension and a cognitive dimension.
This project engages children in classrooms across the country in an authentic investigation of Devonian fossils. Goals include supporting children in the use of evidence in constructing explanations of natural phenomena, and motivating culturally and linguistically diverse groups of children to engage in learning science. Deliverables include development and testing of an interactive website where children learn how to identify the fossils they find and add their own data to an emerging database.
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.
The purpose of Project Delta is two-fold: (1) to extend an existing library of 17 interacting CD-ROM digital learning environments on numbers and operations by adding an algebra strand, and (2) to evaluate the impact of the new algebra materials on teacher development. Each of the digital environments features classroom sessions that allow for exploration of a mathematics topic, children learning over time, and teachers? instructional techniques.