Elementary

Evaluating and Improving a Learning Trajectory for Linear Measurement in Elementary Grades 2 and 3: A Longitudinal Study

We examined children’s development of strategic and conceptual knowledge for linear measurement. We conducted teaching experiments with eight students in grades 2 and 3, based on our hypothetical learning trajectory for length to check its coherence and to strengthen the domain-specific model for learning and teaching.We checked the hierarchical structure of the trajectory by generating formative instructional task loops with each student and examining the consistency between our predictions and students’ ways of reasoning.

Author/Presenter

Clements, Douglas

Barrett, Jeffrey

Sarama, Julie

Cullen, Craig

McCool, Jenni

Witkowski-Rumsey, Chepina

Klanderman, David

Year
2012

Designing Powerful Digital Environments for Professional Development (Fosnot)

Author/Presenter

Catherine Fosnot

Year
2009
Short Description

Professional development environments that include digital video allow for the examination of children at work, opportunities to look at students over time, and analysis of the teacher’s decision making. This observation begs the question of how best to shape mathematics education courses that build on the use of digital environments. This session examines some possibilities for developing both content and pedagogical knowledge.

Designing Digital Experiences for Positive Youth Development: From Playpen to Playground

With the advent of the digital age, research on the psychological impact of youth engagement with technology has surged. New technologies have often taken the blame for promoting negative (and potentially dangerous) youth experiences, such as cyber-bullying, sexual predation, privacy invasion, addiction to videogames, and exposure to violence. For many children and adolescents, however, digital media and technology provide positive ways to express identity, communicate with peers, and engage in civic activities across communities.

Author/Presenter

Bers, Marina

Year
2012

Designing Digital Experiences for Positive Youth Development: From Playpen to Playground

With the advent of the digital age, research on the psychological impact of youth engagement with technology has surged. New technologies have often taken the blame for promoting negative (and potentially dangerous) youth experiences, such as cyber-bullying, sexual predation, privacy invasion, addiction to videogames, and exposure to violence. For many children and adolescents, however, digital media and technology provide positive ways to express identity, communicate with peers, and engage in civic activities across communities.

Author/Presenter

Bers, Marina

Year
2012