Marion Goldstein

People

Professional Title: 
Research Scientist
Organization/Institution: 
About Me (Bio): 
Since 2001, I have been studying how to improve the quality of classroom technology use to support K-12 teaching and learning. My current work primarily focuses on how emerging technologies can be used in conjunction with traditional classroom practices to promote scientific thinking in early childhood and adolescence. I am a co-Principal Investigator on Next Generation Preschool Science, a four-year NSF-funded project to develop and evaluate a program to promote young children’s learning of key science practices and concepts. Additionally, I was a lead researcher on Possible Worlds, a five-year IES-funded project to develop and test a series of game-based activities to support science and literacy instruction. Before joining EDC, my doctoral research identified how online communication tools and scaffolds can support the development of argumentation and inquiry skills among middle-school students. In all of these contexts, as well as in my other projects at CCT, I use my extensive knowledge of developmental psychology, program evaluation, and instructional design. I have an Ed.D. in Educational Technology from Teachers College, Columbia University, as well as an M.A. from New York University and a B.A. from the University of Pennsylvania.
Digital Promise
09/01/2018

This study will investigate the integration of science with mathematics and engineering and develop resources that provide preschool children with integrated STEM learning experiences. The study will also investigate the connection between home and school learning and will develop resources that strengthen children's experiences at school and home.

SRI International
09/15/2013

This project is developing, iteratively refining and evaluating a science curriculum for Pre-K classrooms with units on Plant Growth, How Things Move, and What Makes Shadows by integrating traditional classroom resources (large and small group activities, hands-on activities, read-alouds) with digital media (touch screen tablets, photos and short videos, and games/simulations).