This project has constructed, pilot tested, validated, and is now disseminating assessments of student achievement for use in upper elementary grades.

This award is for the funding of a regional conference to study the future of STEM education, the impact of underrepresented and disadvantaged groups with regards to STEM, and STEM job growth and workforce development in a regional, as opposed to a national, context.


This conference will continue the workshop series Critical Issues in Mathematics Education (CIME). The CIME workshops engage professional mathematicians, education researchers, teachers, and policy makers in discussions of issues critical to the improvement of mathematics education from the elementary grades through undergraduate years. The workshop will deal with the problem of providing quality math education to all, and the barriers to doing so.


This RAPID project is a cross-national comparative study of U.S. and Chinese instructional support systems, building from earlier data about mathematics teaching and learning in large urban school districts of both the United States and the People's Republic of China. The study uses quantitative methods to compare and contrast the effectiveness of supports (e.g., professional development, teacher networks, school leadership) in improving teachers' instructional practices and student achievement using comparable instrumentation.


The goal of the project is to inform the development of an impact-based research methodology (IBR) to enable a more direct and overt connections between academic research on games and the development of educational products and services that are sustainable and scalable.


This project is analyzing and sharing baseline data on the achievement of African American and Hispanic girls on national and state assessments. The objectives of the project are to: (1) conduct a critical analysis of achievement data for African American and Hispanic female students; (2) organize a conference featuring presentation of the data analysis and a national speaker; (3) provide STEM career information and materials; and (4) share results of the achievement data analysis.


This Culturally Responsive Indigenous Science project seeks to advance this knowledge base through research and by catalyzing new approaches to Indigenous science, technology, engineering, and mathematics (ISTEM) learning. Using an ISTEM focused model, the project will develop, test, and implement a culturally responsive land-based curriculum that integrates Western science, multimodal technologies and digital tools, and Native American tribal knowledge, cultures and languages to investigate and address local environmental science and sustainability concerns.


This project focuses on the challenge of using assessment of relevant STEM content to improve K-12 teaching and learning. CLEAR takes advantage of new technologies and research findings to investigate ways that science assessments can both capture and contribute to cumulative, integrated learning of standards-based concepts in middle school courses. The project will research new forms of assessment that document students' accumulation of knowledge and also serve as learning events.


Through integration of research and education, this project is providing high resolution data on the spatial distribution of the thermal state of permafrost in Alaska, improving the general knowledge of Earth's climatic patterns, bringing science to remote Alaskan villages, and providing an opportunity for younger generations to take part in understanding Earth's climatic and hydrologic systems.


This conference's primary goal is to discuss issues and recommend actions regarding assessment design and production that arise in an environment of Common Core State Standards (CCSS). Participants will include representatives from the governing states as well as from the leadership teams of the assessment consortia along with experts in curriculum development, standards implementation and assessment.


This project is developing a series of print and web resource guides in science and mathematics based on curriculum topic study (CTS), an approach developed and tested successfully. CTS is used to provide a systematic way of intellectually engaging K-12 mathematics and science teachers with national standards and cognitive research. It is used to engage teachers in thought and discussion about both content and appropriate ways of teaching that content.


This project is demonstrating the use of cyber-enabled technologies to build and share adaptable interventions for pre- and in-service teacher growth that effectively make use of major video collections and have high promise of success at multiple sites. The cyber infrastructure being significantly extended through this project is supporting development and documentation of additional interventions for teacher professional development using this video collection, as well as other videos that might be added in the future.


This project is working to create a cyber infrastructure that supports development and documentation of additional interventions for teacher professional development using the video collection, as well as other videos that might be added in the future by teacher educators or researchers, including those working in other STEM domains.


This project is developing new instructional materials for middle school earth science classes that incorporate emerging cyber-enabled technologies such as Google Earth as a transformative data analysis tool. The materials emphasize the use of claims, evidence, and reasoning in the exploration of volcanoes, earthquakes, and plate tectonics, leading students through a process of discovery to help them build a deeper understanding of the driving forces and resulting manifestations of plate tectonics.


This project explores the potential of information and communications technologies (ICT) as cognitive tools for engaging students in scientific inquiry and for enhancing teacher learning. A comprehensive professional development program of over 240 hours, along with follow-up is used to determine how teachers can be supported to use ICT tools effectively in classroom instruction to create meaningful learning experiences for students, reduce the gap between formal and informal learning, and improve student learning outcomes.


This project investigated the professional development needed to make teachers comfortable teaching with multi-user simulations and communications that students use every day. The enactment with OpenSim (an open source, modular, expandable platform used to create simulated 3D spaces with customizable terrain, weather and physics) also provides an opportunity to demonstrate the level of planning and preparation that go into fashioning modules with all selected cyber-enabled cognitive tools framed by constructivism, such as GoogleEarth and Biologica.


CyberSTEM is developing and testing an integrated digital gaming network that spans homes, schools, and informal learning settings, offering a suite of digital games based on cutting-edge discoveries in the life sciences. The project asks if participation in CyberSTEM leads to increased learning in six areas: interest in science, conceptual knowledge, scientific reasoning, reflection on knowing, participating in science, and identifying as a scientist. The target audience includes youth in grades 6-9.


This project evaluates the benefits of using different types of place-based ecological data in high school science classrooms. This project will assess the use of first-hand (collected by students) and real-time second-hand data in teaching science and critical thinking skills. The guiding question for the project is "Does using place-based, first-hand ecological evidence, and relating that to place-based, second-hand data, improve students' environmental science literacy, nature of science understanding, and knowledge of ecological concepts?"


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.


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.


Networked Improvement Communities (NICs) are a structure for redefining the relationship between education research and development and practice so as to more effectively address real problems in order to produce knowledge that can meaningfully contribute to improvement. This project provides an opportunity to learn how best to implement NIC principles so as to realize their potential to support STEM initiatives.


This project investigates how vignette illustrations minimize the impact of limited English proficiency on student performance in science tests. Different analyses will determine whether and how ELL and non-ELL students differ significantly on the ways they use vignettes to make sense of items; whether the use of vignettes reduces test-score differences due to language factors between ELL and non-ELL students; and whether the level of distance of the items moderates the effectiveness of vignette-illustrated items.


One significant challenge facing elementary STEM education is the varied preparation of English-language learners. The project addresses this with an innovative use of engineering curriculum to build on the English-language learners' prior experiences. The project will support teachers' learning about strategies for teaching English-language learners and using engineering design tasks as learning opportunities for mathematics, science and communication skills. 


This project will create a portable training system that can be easily deployed in middle grades (5th-7th grade) as a prototype for increasing students' spatial reasoning skills. The project will study gender differences in spatial reasoning and examine how learning experiences can be designed to develop spatial skills using Minecraft as a platform.


This project is developing a model for integrating best practices in technology-supported instructional design and formative assessment for genetics instruction in upper elementary, middle and high school. Using the Web-based Inquiry Science Environment platform, the project is developing school curriculum that scaffold and model scientific practices, enable students to interface with real-world problems, provide opportunities for students to make connections between visible phenomena and underlying genetic processes, and promote student monitoring and reflection on learning.