Educational Technology

Design and Development of a K-12 STEM Observation Protocol (Collaborative Research: Dare, Ring-Whalen, and Roehrig)

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The purpose of this project is the design and development of a K-12 classroom observation protocol for integrated STEM instruction (STEM-OP). Using exploratory and confirmatory factor analysis, the STEM-OP will be a valid and reliable instrument for use in a variety of educational contexts. The STEM-OP and associated training materials will be available for use by education stakeholders, (e.g., K-12 teachers and district administrators), through a publicly available online platform.

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Transforming Scientific Practices to Promote Students Interest and Motivation in the Life Sciences: A Teacher Leadership Development Intervention

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How Do Teacher Leaders Transform Scientific Practices to Promote Students Interest and Motivation in STEM? Formal and informal K-12+ educators learn to employ strategies of community mapping, curricular mapping and place-based, culturally sustaining pedagogy to write, teach, and evaluate NGSS lessons that engage underrepresented students in mathematics, life, earth, and physical sciences. Two case studies highlight how educators apply these strategies to intersect three domains: experiential/place-based learning, culturally sustaining learning, and disciplinary learning .

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Teaching STEM with Robotics: Design, Development, and Testing of a Research-based Professional Development Program for Teachers

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To lower the barriers in STEM disciplines for students, using evidence-based research, we designed and conducted a professional development program that built middle school teachers' capacity to use hands-on robotics and engineering design as the curriculum focus. Through summer workshops, teachers learned to: build and program LEGO robots; create and implement standards-aligned robotics-based STEM lessons; and develop, practice, and examine optimal pedagogical approaches for STEM learning using robotics.
 

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A Practice-Based Online Learning Environment for Scientific Inquiry with Digitized Museum Collections in Middle School Classrooms

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EPIC Bioscience engages middle school students in authentic scientific practices via NGSS-aligned investigations of museum specimens. Students complete interactive activities to build prior knowledge and context, then use digitized specimens to collect and analyze relevant data. Findings are applied to pressing global issues such as biodiversity loss, geographic range changes in populations, and diminishing resources. Key challenges in the development of online, specimen-based science investigations are addressed using example interactions and analyses from EPIC investigations.

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Supporting Science Learning and Teaching in Middle School Classrooms through Automated Analysis of Students' Writing (Collaborative Research: Passonneau and Puntambekar)

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This project will design a sociotechnical system to automatically assess students written scientific explanations during science problem solving. The project will use two complementary mechanisms to provide feedback: automated assessment and feedback to students’ science explanations using using NLP techniques, and feedback to teachers provided through aggregated data about students’ writing generated by the system.
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Professional Development Supports for Teaching Bioinformatics through Mobile Learning

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Bioinformatics is an emerging area of research that develops new knowledge through computational analysis of vast biological data. This project investigates the professional development (PD) supports needed for teaching bioinformatics at the high school. Building from a robust literature in PD design research, project team worked with science teachers to co-design instructional modules to engage students with core bioinformatics concepts and data literacies, by focusing on local community health issues supported through mobile learning activities.
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PBS News Hour Student Reporting Labs StoryMaker: STEM-Integrated Student Journalism

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Sneak peek at StoryMaker, a video storytelling platform /educator co-learning community supporting students to produce videos about STEM projects.
PI: Leah Clapman, PBS NewsHour
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Online Practice Suite: Practice Spaces, Simulations and Virtual Reality Environments for Preservice Teachers to Learn to Facilitate Argumentation Discussions in Math and Science

Principal Investigator:

This poster provides an overview of our three-year project where researchers are using a design-based research approach to develop, pilot, and refine a set of coordinated and complementary practice-based activities that teacher education programs can deploy to provide practice-based learning opportunities for preservice teachers. The goal is to help the preservice teachers to engage in authentic, purposeful, and scaffolded approximations of practice as they develop their ability to facilitate argumentation-focused discussions in mathematics and science.

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Learning Trajectories as a Complete Early Mathematics Intervention: Achieving Efficacies of Economies at Scale

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The ULTIMATE (Understanding Learning Trajectories In Math: Advancing Teacher Education) project will evaluate Learning Trajectories as a complete early mathematics intervention by supporting teachers in deepening their understanding of how children learn mathematics and how to incorporate this understanding. Drs. Clements and Sarama have built a professional development tool, called Learning and Teaching with Learning Trajectories, or [LT]2. The team will investigate the positive impacts both in supporting teachers and on students' learning of mathematics.
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Developing an Online Game to Teach Middle School Students Science Research Practices in the Life Sciences (Collaborative Research: Gagnon, Baker, and Metcalf)

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Aqualab is an online video game to teach scientific practices in the context of life sciences for middle school. Students use science practices of experimentation, modeling, and argumentation to investigate questions related to aquatic ecosystems. The project is developing and scaffolding layers of science practices within the gameplay, and exploring how learning progressions can be empirically derived from game data. The findings will be used to create personalized interventions to improve student learning outcomes.

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