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Energy and Your Environment (EYE)

A 10-week, energy literacy curriculum unit for 6th grade students. Students will study energy use and transfer in their own school buildings. They will explore how Earth systems supply renewable and nonrenewable energy, and how these energy sources are transformed and transferred from Earth systems to a school building to meet its daily energy requirements.

Author/Presenter

The EYE Team

Year
2023
Short Description

A 10-week, energy literacy curriculum unit for 6th grade students. Students will study energy use and transfer in their own school buildings. They will explore how Earth systems supply renewable and nonrenewable energy, and how these energy sources are transformed and transferred from Earth systems to a school building to meet its daily energy requirements.

Energy and Your Environment (EYE)

A 10-week, energy literacy curriculum unit for 6th grade students. Students will study energy use and transfer in their own school buildings. They will explore how Earth systems supply renewable and nonrenewable energy, and how these energy sources are transformed and transferred from Earth systems to a school building to meet its daily energy requirements.

Author/Presenter

The EYE Team

Year
2023
Short Description

A 10-week, energy literacy curriculum unit for 6th grade students. Students will study energy use and transfer in their own school buildings. They will explore how Earth systems supply renewable and nonrenewable energy, and how these energy sources are transformed and transferred from Earth systems to a school building to meet its daily energy requirements.

Classroom-Based STEM Assessment: Contemporary Issues and Perspectives

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Author/Presenter

Christopher J. Harris, Eric Wiebe, Shuchi Grover, James W. Pellegrino, Eric Banilower, Arthur Baroody, Erin Furtak, Ryan “Seth” Jones, Leanne R. Ketterlin-Geller, Okhee Lee, Xiaoming Zhai

Year
2023
Short Description

This report takes stock of what we currently know as well as what we need to know to make classroom assessment maximally beneficial for the teaching and learning of STEM subject matter in K–12 classrooms.

Myths, Mis- and Preconceptions of Artificial Intelligence: A Review of the Literature

Artificial Intelligence (AI) is prevalent in nearly every aspect of our lives. However, recent studies have found a significant amount of confusion and misunderstanding surrounding AI. To develop effective educational programs in the field of AI, it is vital to examine and understand learners' pre- and misconceptions as well as myths about AI. This study examined a corpus of 591 studies.

Author/Presenter

Arne Bewersdorff

Xiaoming Zhai

Jessica Roberts

Claudia Nerdel

Lead Organization(s)
Year
2023
Short Description

Artificial Intelligence (AI) is prevalent in nearly every aspect of our lives. However, recent studies have found a significant amount of confusion and misunderstanding surrounding AI. To develop effective educational programs in the field of AI, it is vital to examine and understand learners' pre- and misconceptions as well as myths about AI. This study examined a corpus of 591 studies.

ChatGPT for Next Generation Science Learning

This article pilots ChatGPT in tackling the most challenging part of science learning and found it successful in automation of assessment development, grading, learning guidance, and recommendation of learning materials.

Zhai, X. (2023). ChatGPT for Next Generation Science Learning | XRDS: Crossroads, 29(3), 42-46. https://doi.org/10.1145/3589649

Author/Presenter
Xiaoming Zhai
Lead Organization(s)
Year
2023
Short Description

This article pilots ChatGPT in tackling the most challenging part of science learning and found it successful in automation of assessment development, grading, learning guidance, and recommendation of learning materials.

A Remote View into the Classroom: Analyzing Teacher Use of Digitally Enhanced Educative Curriculum Materials in Support of Student Learning

When integrated into online curriculum modules for students, educative curriculum materials (ECMs) can enhance teachers’ enactment of these modules. This study investigated (1) the use of digitally enhanced ECMs built into an online plate tectonics curriculum module by teachers with different backgrounds and teaching experience, (2) the relationship between teachers’ use of ECMs and student learning gains, and (3) teacher reflections on the value of the ECMs they used.

Author/Presenter

Trudi Lord

Hee-Sun Lee

Paul Horwitz

Sarah Pryputniewicz

Amy Pallant

Lead Organization(s)
Year
2023
Short Description

When integrated into online curriculum modules for students, educative curriculum materials (ECMs) can enhance teachers’ enactment of these modules. This study investigated (1) the use of digitally enhanced ECMs built into an online plate tectonics curriculum module by teachers with different backgrounds and teaching experience, (2) the relationship between teachers’ use of ECMs and student learning gains, and (3) teacher reflections on the value of the ECMs they used.

Opportunities for Research within the Data Science Education Community

This webinar provided early career data science education researchers with information on the state of the field; tools, curricula, and other resources for researchers; and insight into funding opportunities and proposal development. Participants explore topics, research interests, and problems of practice in more depth in breakout rooms with session leaders.

Author/Presenter

Katherine Miller, Chad Dorsey, The Concord Consortium; Kirsten Daehler, Leti Perez, WestEd; Kayla DesPortes, New York University; Nicholas Horton, Amherst College; Seth Jones, Middle Tennessee State University; Josephine Louie, Education Development Center; Josh Rosenberg, University of Tennessee, Knoxville; David Weintrop, University of Maryland

Lead Organization(s)
Year
2023
Short Description

This webinar provided early career data science education researchers with information on the state of the field; tools, curricula, and other resources for researchers; and insight into funding opportunities and proposal development. Participants explore topics, research interests, and problems of practice in more depth in breakout rooms with session leaders.

Patterns of Using Multimodal External Representations in Digital Game-based Learning

Although prior research has highlighted the significance of representations for mathematical learning, there is still a lack of research on how students use multimodal external representations (MERs) to solve mathematical tasks in digital game-based learning (DGBL) environments. This exploratory study was to examine the salient patterns problem solvers demonstrated using MERs when they engaged in a single-player, three-dimensional architecture game that requires the acquisition and application of math knowledge and thinking in game-based context problem solving.

Author/Presenter

Yanjun Pan

Fengfeng Ke

Chih-Pu Dai

Lead Organization(s)
Year
2022
Short Description

Although prior research has highlighted the significance of representations for mathematical learning, there is still a lack of research on how students use multimodal external representations (MERs) to solve mathematical tasks in digital game-based learning (DGBL) environments. This exploratory study was to examine the salient patterns problem solvers demonstrated using MERs when they engaged in a single-player, three-dimensional architecture game that requires the acquisition and application of math knowledge and thinking in game-based context problem solving.

Exploring Students’ Learning Support Use in Digital Game-based Math Learning: A Mixed-Methods Approach Using Machine Learning and Multi-cases Study

Digital game-based math learning environments (math DGBLE) are promising platforms that provide students with opportunities to master conceptual understanding and cultivate mathematical thinking, on which the contemporary mathematics education places an emphasis. Literature on learning support in digital game-based learning (DGBL) rarely investigate learners' support-use behaviors and interaction patterns in relation to math learning. We addressed this research gap in this exploratory mixed-methods study.

Author/Presenter
Chih-Pu Dai
Fengfeng Ke
Yanjun Pan
Yaning Liu
Lead Organization(s)
Year
2023
Short Description

Digital game-based math learning environments (math DGBLE) are promising platforms that provide students with opportunities to master conceptual understanding and cultivate mathematical thinking, on which the contemporary mathematics education places an emphasis. Literature on learning support in digital game-based learning (DGBL) rarely investigate learners' support-use behaviors and interaction patterns in relation to math learning. We addressed this research gap in this exploratory mixed-methods study. We designed and developed a packet of learning supports (i.e., Task Planner and Math Story) in a math DGBLE.

Effects of Game-based Learning Supports on Students’ Math Performance and Perceived Game Flow

Adopting a pretest–posttest experimental design with repeated measures, this study examined the effects of three types of game-based learning supports in the form of modeling on knowledge development that contributed to successful math problem solving and students’ perceived game flow.

Author/Presenter

Yanjun Pan

Fengfeng Ke

Lead Organization(s)
Year
2023
Short Description

Adopting a pretest–posttest experimental design with repeated measures, this study examined the effects of three types of game-based learning supports in the form of modeling on knowledge development that contributed to successful math problem solving and students’ perceived game flow.