Engineering

Developing Teacher Noticing in Engineering in an Online Professional Development Program

This project will research how elementary (K-5) teachers in the Teacher Engineering Education Program (TEEP) program progress in one particular aspect of responsive teaching, noticing student thinking. Project research will also contribute to literature on how to support responsive teaching in web-based environments, expanding understanding of how design principles and features developed in in-person professional development settings can be implemented online.

Lead Organization(s): 
Award Number: 
1720334
Funding Period: 
Fri, 09/01/2017 to Mon, 08/31/2020
Full Description: 

The project will research how elementary (K-5) teachers in the Teacher Engineering Education Program (TEEP) program progress in one particular aspect of responsive teaching, noticing student thinking. TEEP includes four graduate-level courses that help them learn engineering content and pedagogical approaches. There has been little investigation of teacher professional development in engineering design. The work that has been done focuses on increasing teachers' content knowledge and familiarity in engineering. Most teacher professional development and research focus on teachers learning engineering content and process, with less attention on helping teachers develop new instructional practices necessary to help students navigate the complex, ill-defined problems in engineering. TEEP focuses on helping teachers develop practices of responsive teaching in engineering design, where teachers base their instructional moves on what they notice in their students are doing and saying. Project research will also contribute to literature on how to support responsive teaching in web-based environments, expanding understanding of how design principles and features developed in in-person professional development settings can be implemented online. The project will refine a program for engineering teachers nationwide, identify key features that are effective in developing teachers' practice, and create video resources for other professional development programs to use.

The project will address three research questions: (1) What do beginning engineering teachers notice in students' engineering design work? (2) What shifts occur in teachers' noticing over the course of a professional development program focused on responsive teaching and how do these shifts correlate with key features of the program? (3) What shifts occur in how teachers' talk about their goals for students' engineering and their instructional practice? The project will conduct independent analyses from two cohorts of teachers of three data streams: pre-post interviews about practice; teacher-captured classroom videos; video-stimulated interviews, and teachers' coursework. The analyses will then connect these analyses to address the research questions. Videocases of students' engineering will be disseminated for other teacher educators to use in supporting teacher noticing. The research outcomes of the research will not only advance our understandings of teacher learning, but will provide evidence that teachers can recognize, value, and leverage students' diverse resources for engineering. Research on the TEEP program will also provide much-needed empirical support on whether and how online programs can be effective for teachers' instructional practice.

Project MAPLE: Makerspaces Promoting Learning and Engagement

The project plans to develop and study a series of metacognitive strategies that support learning and engagement for struggling middle school students during makerspace experiences. The study will focus narrowly on establishing a foundational understanding of how to ameliorate barriers to engaging in design learning through the use of metacognitive strategies.

Award Number: 
1721236
Funding Period: 
Fri, 09/01/2017 to Sat, 08/31/2019
Full Description: 

The project plans to develop and study a series of metacognitive strategies that support learning and engagement for struggling middle school students during makerspace experiences. The makerspace movement has gained recognition and momentum, which has resulted in many schools integrating makerspace technologies and related curricular practices into the classroom. The study will focus narrowly on establishing a foundational understanding of how to ameliorate barriers to engaging in design learning through the use of metacognitive strategies. The project plans to translate and apply research on the use of metacognitive strategies in supporting struggling learners to develop approaches that teachers can implement to increase opportunities for students who are the most difficult to reach academically. Project strategies, curricula, and other resources will be disseminated through existing outreach websites, research briefs, peer-reviewed publications for researchers and practitioners, and a webinar for those interested in middle-school makerspaces for diverse learners.

The research will address the paucity of studies to inform practitioners about what pedagogical supports help struggling learners engage in these makerspace experiences. The project will focus on two populations of struggling learners in middle schools, students with learning disabilities, and students at risk for academic failure. The rationale for focusing on metacognition within makerspace activities comes from the literature on students with learning disabilities and other struggling learners that suggests that they have difficulty with metacognitive thinking. Multiple instruments will be used to measure metacognitive processes found to be pertinent within the research process. The project will tentatively focus on persistence (attitudes about making), iteration (productive struggle) and intentionality (plan with incremental steps). The work will result in an evidence base around new instructional practices for middle school students who are struggling learners so that they can experience more success during maker learning experiences.

Integrating Chemistry and Earth Science

This project will design, develop, and test a new curriculum unit for high school chemistry courses that is organized around the question, "How does chemistry shape where I live?" The new unit will integrate relevant Earth science data, scientific practices, and key urban environmental research findings with the chemistry curriculum to gain insights into factors that support the approach to teaching and learning advocated by current science curriculum standards.

Award Number: 
1721163
Funding Period: 
Tue, 08/15/2017 to Wed, 07/31/2019
Full Description: 

This Integrating Chemistry and Earth science (ICE) project will design, develop, and test a new curriculum unit for high school chemistry courses that is organized around the question, "How does chemistry shape where I live?" The new unit will integrate relevant Earth science data, scientific practices, and key urban environmental research findings with the chemistry curriculum to gain insights into factors that support the approach to teaching and learning advocated by current science curriculum standards. The overarching goal of the project is to develop teacher capacity to teach and evaluate student abilities to use the practices of scientists and concepts from Earth science and chemistry to understand important phenomena in their immediate, familiar environments. The project has the potential to serve as a model for how to make cutting edge science directly accessible to all students. The project is a collaborative effort that engages scientists, science education researchers, curriculum developers, school curriculum and instruction leaders, and science teachers in the longer term challenge of infusing Earth science concepts and practices across the core high school science courses.

Current guidelines and standards for science education promote learning that engages students in three interrelated dimensions: disciplinary core ideas, scientific practices, and crosscutting ideas. This project is guided by the hypothesis that when provided sustained opportunities to engage in three-dimensional learning experiences, in an integrated Earth science and chemistry context, students will improve in their ability to demonstrate the coordination of disciplinary core ideas, scientific practices, and crosscutting concepts when solving problems and developing explanations related to scientific phenomena. This project will employ a design based research approach, and during the two development-enactment-analysis-and-redesign cycles, the project team will collect student assessment data, teacher interview data, observational data from lessons, teacher surveys, and reflective teacher logbooks. These collected data will provide information about how teachers implement the lessons, what students do during the lessons, and what students learn from them that will lead to better design and a better understanding of student learning. This information will be used to inform the modification of lessons from cycle to cycle, and to inform the professional development materials for teachers. The research agenda for the project is guided by the following questions: 1. What are the design features of ICE lessons that support teachers in enacting three-dimensional instruction within the context of their classroom? 2. What are the design features of embedded three-dimensional assessments that yield useful classroom data for teachers and researchers regarding their students' abilities to integrate core ideas, scientific practices, and crosscutting concepts? 3. What is the nature of student learning related to disciplinary core ideas, scientific practices, and crosscutting concepts that results from students' engagement in ICE lesson sets? 4. What differences emerge in student engagement and learning outcomes for ICE lessons that incorporate local phenomena or data sets as compared to lessons that do not? 5. What contextual factors (i.e., school context, administrative support, time constraints, etc.) influence teachers' implementation of three-dimensional instruction embedded within ICE lessons?


Project Videos

2019 STEM for All Video Showcase

Title: Integrating Chemistry and Earth Science (ICE)

Presenter(s): Alan Berkowitz, Vonceil Anderson, Bess Caplan, Kevin Garner, & Jonathon Grooms


Integration of Engineering Design and Life Science: Investigating the Influence of an Intervention on Student Interest and Motivation in STEM Fields

This project will investigate the integration of engineering design, practices, and thinking into middle school life science curriculum while providing opportunities for students to foster knowledge of and increase interest in life and biosciences. The project will specifically respond to the need to create, implement, and evaluate a model intervention that will advance the knowledge base for establishing and retaining underrepresented minorities in STEM fields.

Lead Organization(s): 
Award Number: 
1721141
Funding Period: 
Fri, 09/01/2017 to Tue, 08/31/2021
Full Description: 

This project will investigate the integration of engineering design, practices, and thinking into middle school life science curriculum while providing opportunities for students to foster knowledge of and increase interest in life and biosciences. The project will specifically respond to the need to create, implement, and evaluate a model intervention that will advance the knowledge base for establishing and retaining underrepresented minorities in STEM fields. Specifically, the project will partner with middle school science teachers from two local school corporations, STEM university faculty members and undergraduate engineering students, and university-based outreach coordinators from a minorities engineering program, the office of future engineers, and women in engineering program. Through this combined effort, both school corporations that serve underserved, culturally diverse, and socioeconomically disadvantaged students in rural communities; will have broad-based support for engaging 36 teachers and 3000 students in integrated life science with engineering design.

The project will employ a mixed methods research design incorporating both qualitative and quantitative approaches for data collection and analyses. The research team will conduct quantitative analyses by using Hierarchical Linear Modeling to determine the extent to which integrating life science with engineering design and thinking impact student learning of life science concepts and interest in life and biosciences. Qualitative approaches, including discourse analysis, will be used to delve deeper into student learning of the targeted life science concepts. Through this research, the project will advance evidence-based understanding of learning, enhance the theoretical models of student life science learning, and merge and extend the successes of previous studies by using the faculty expertise in effective approaches in engineering integration in K-12 science classrooms. Specifically, concept assessments, interest surveys, recordings of classroom discourse, student artifacts (e.g., design reports), interviews, and classroom observations will be used as data sources. Outcomes from the project will advance the knowledge base for establishing and retaining underrepresented minorities in STEM fields. The life STEM focused design tasks will be disseminated through an online peer-reviewed digital library available for use across the U.S. and beyond. Along with the design-based tasks on this website; results from the intervention model will be disseminated through electronic and print media to inform researchers, educators, administrators, and policy makers who play critical roles in enhancing student learning of and interest in STEM, about pathways to broadening participation in STEM.

Science and Engineering Education for Infrastructure Transformation

This project focuses on the research and develop an engineering education technology and pedagogy that will support project-based learning of science, engineering, and computation concepts and skills underlying the strategically important "smart" and "green" aspects of the infrastructure. The project will develop transformative technologies and curriculum materials to turn the campus of a high school or a geographical information system such as Google Maps into an engineering laboratory with virtually unlimited opportunities for learning and exploration.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1721054
Funding Period: 
Sun, 10/01/2017 to Thu, 09/30/2021
Full Description: 

The Concord Consortium in collaboration with Purdue University will research and develop an engineering education technology and pedagogy that will support project-based learning of science, engineering, and computation concepts and skills underlying the strategically important "smart" and "green" aspects of the infrastructure. This project will develop transformative technologies and curriculum materials to turn the campus of a high school or a geographical information system such as Google Maps into an engineering laboratory with virtually unlimited opportunities for learning and exploration. The project will deliver two innovations: 1) The Smart High School is an engineering platform for designing Internet of Things systems for managing the resources, space, and processes of a school based on real-time analysis of data collected by various sensors deployed by students on campus; and 2) the Virtual Solar World is a computational modeling platform for students to design, deploy, and connect virtual solar power solutions for their homes, schools, and regions. Six standards-aligned curriculum units based on these technologies will be developed to guide student learning and support educational research. Approximately 2,000 students from rural, suburban, and urban high schools in Indiana, Massachusetts, New Hampshire, and Ohio will participate in this research. project products and findings through the Internet, conferences, publications, and partner networks.

The research is designed to identify technology-enhanced instructional strategies that can simultaneously foster the growth of skills and self-efficacy in scientific reasoning, design thinking, and computational thinking, all of which are needed to build the future infrastructure. The focus on infrastructure transformation is aligned with NSF's vision of smart and connected communities. Although this project will use the context of smart and green infrastructure to engage students to solve real-world problems, the skills of scientific reasoning, design thinking, and computational thinking that they will acquire through meeting the challenges of this project can be transferrable to other topics and fields. Using a design-based research approach, a rich set of formative and summative data will be collected from these students for probing into three research questions: 1) To what extent does the integrated learning model help students develop and connect scientific reasoning, design thinking, and computational thinking skills?; 2) To what extent is students' interest in cognate careers affected by the authenticity of engineering design challenges?; and 3) How do the variations in the solutions to overcome the cognitive and practical difficulties of real-world problems impact learning outcomes and career interest? The data sources include pre/post-tests, process data, self-reports, observations, surveys, interviews, and participant information.

Designing a Middle Grades Spatial Skills Curriculum

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.

Lead Organization(s): 
Award Number: 
1720801
Funding Period: 
Sat, 07/01/2017 to Tue, 06/30/2020
Full Description: 

The ability to make spatial judgements and visualize has been shown to be a strong indicator of students' future success in STEM-related courses. The project is innovative because it uses a widely available gaming environment, Minecraft, to examine spatial reasoning. Finding learning experiences which support students' spatial reasoning in an authentic and engaging way is a challenge in the field. 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. The resources will incorporate hands-on learning and engage students in building virtual structures using spatial reasoning. The curriculum materials are being designed to be useful in other middle grades contexts.

The study is a design and development study that will design four training modules intended to improve spatial reasoning in the following areas: rotation, mental slicing, 2D to 3D transformation and perspective taking. The research questions are: (1) Does a Minecraft-based intervention that targets specific spatial reasoning tasks improve middle grade learners' spatial ability? (2) Does spatial skills growth differ by gender? The experimental design will compare the influence of the virtual spatial learning environment alone vs. the use of design challenges designed specifically for the spatial skills. The data collected will include assessments of spatial reasoning and feedback from teachers' who use the materials. The spatial skills measures will be administered as a pre-test, post-test, and six-month follow-up assessment to measure long term effects.


Project Videos

2020 STEM for All Video Showcase

Title: Building Spatial Skills with Minecraft

Presenter(s): Nick Lux, Barrett Frank, & Bryce Hughes


Perceptual and Implementation Strategies for Knowledge Acquisition of Digital Tactile Graphics for Blind and Visually Impaired Students (Collaborative Research: Gorlewicz)

This project lays the foundation and framework for enabling digital, multimodal tactile graphics on touchscreens for individuals with visual impairments (VI). Given the low-cost, portability, and wide availability of touchscreens, this work promotes the use of vibrations and sounds on these readily available platforms for addressing the graphical access challenge for individuals with VI.

Lead Organization(s): 
Award Number: 
1644538
Funding Period: 
Sun, 01/15/2017 to Tue, 12/31/2019
Full Description: 

Students with disabilities often have fewer opportunities for experiential learning, an important component of quality STEM education. With continued shifts toward the use of digital media to supplement instruction in STEM classrooms, much of the content remains inaccessible, particular for students with visual impairments. The promise of technology and use of tactile graphics is an effective, emerging innovation for providing more complete access to important information and materials. Tactile graphics are images that use raised surfaces to convey non-textual information such as maps, paintings, graphs and diagrams. Touchscreen-based smart devices allow visual information to be digitally and dynamically represented via tactile, auditory, visual, and kinesthetic feedback. Tactile graphic technology embedded in touchscreen devices can be leveraged to make STEM content more accessible to blind and visually impaired students.

This project will develop a learner-centered, perceptually-motivated framework addressing the requirements for students with blindness and visual impairments to access graphical content in STEM. Using TouchSense technology, the investigators will create instructional materials using tactile graphics and test them in a pilot classroom of both sighted and BVI students. The investigators will work with approximately 150 students with visual impairments to understand the kind of feedback that is most appropriate for specific content in algebra (coordinate plane), cell biology, and geography. Qualitative research methods will be used to analyze the video-based data set.

Perceptual and Implementation Strategies for Knowledge Acquisition of Digital Tactile Graphics for Blind and Visually Impaired Students (Collaborative Research: Stefik)

This project lays the foundation and framework for enabling digital, multimodal tactile graphics on touchscreens for individuals with visual impairments (VI). Given the low-cost, portability, and wide availability of touchscreens, this work promotes the use of vibrations and sounds on these readily available platforms for addressing the graphical access challenge for individuals with VI.

Award Number: 
1644491
Funding Period: 
Sun, 01/15/2017 to Tue, 12/31/2019
Full Description: 

Students with disabilities often have fewer opportunities for experiential learning, an important component of quality STEM education. With continued shifts toward the use of digital media to supplement instruction in STEM classrooms, much of the content remains inaccessible, particular for students with visual impairments. The promise of technology and use of tactile graphics is an effective, emerging innovation for providing more complete access to important information and materials. Tactile graphics are images that use raised surfaces to convey non-textual information such as maps, paintings, graphs and diagrams. Touchscreen-based smart devices allow visual information to be digitally and dynamically represented via tactile, auditory, visual, and kinesthetic feedback. Tactile graphic technology embedded in touchscreen devices can be leveraged to make STEM content more accessible to blind and visually impaired students.

This project will develop a learner-centered, perceptually-motivated framework addressing the requirements for students with blindness and visual impairments to access graphical content in STEM. Using TouchSense technology, the investigators will create instructional materials using tactile graphics and test them in a pilot classroom of both sighted and BVI students. The investigators will work with approximately 150 students with visual impairments to understand the kind of feedback that is most appropriate for specific content in algebra (coordinate plane), cell biology, and geography. Qualitative research methods will be used to analyze the video-based data set.

Perceptual and Implementation Strategies for Knowledge Acquisition of Digital Tactile Graphics for Blind and Visually Impaired Students (Collaborative Research: Smith)

This project lays the foundation and framework for enabling digital, multimodal tactile graphics on touchscreens for individuals with visual impairments (VI). Given the low-cost, portability, and wide availability of touchscreens, this work promotes the use of vibrations and sounds on these readily available platforms for addressing the graphical access challenge for individuals with VI.

Award Number: 
1644476
Funding Period: 
Sun, 01/15/2017 to Tue, 12/31/2019
Full Description: 

Students with disabilities often have fewer opportunities for experiential learning, an important component of quality STEM education. With continued shifts toward the use of digital media to supplement instruction in STEM classrooms, much of the content remains inaccessible, particular for students with visual impairments. The promise of technology and use of tactile graphics is an effective, emerging innovation for providing more complete access to important information and materials. Tactile graphics are images that use raised surfaces to convey non-textual information such as maps, paintings, graphs and diagrams. Touchscreen-based smart devices allow visual information to be digitally and dynamically represented via tactile, auditory, visual, and kinesthetic feedback. Tactile graphic technology embedded in touchscreen devices can be leveraged to make STEM content more accessible to blind and visually impaired students.

This project will develop a learner-centered, perceptually-motivated framework addressing the requirements for students with blindness and visual impairments to access graphical content in STEM. Using TouchSense technology, the investigators will create instructional materials using tactile graphics and test them in a pilot classroom of both sighted and BVI students. The investigators will work with approximately 150 students with visual impairments to understand the kind of feedback that is most appropriate for specific content in algebra (coordinate plane), cell biology, and geography. Qualitative research methods will be used to analyze the video-based data set.

Perceptual and Implementation Strategies for Knowledge Acquisition of Digital Tactile Graphics for Blind and Visually Impaired Students (Collaborative Research: Giudice)

This project lays the foundation and framework for enabling digital, multimodal tactile graphics on touchscreens for individuals with visual impairments (VI). Given the low-cost, portability, and wide availability of touchscreens, this work promotes the use of vibrations and sounds on these readily available platforms for addressing the graphical access challenge for individuals with VI.

Lead Organization(s): 
Award Number: 
1644471
Funding Period: 
Sun, 01/15/2017 to Tue, 12/31/2019
Full Description: 

Students with disabilities often have fewer opportunities for experiential learning, an important component of quality STEM education. With continued shifts toward the use of digital media to supplement instruction in STEM classrooms, much of the content remains inaccessible, particular for students with visual impairments. The promise of technology and use of tactile graphics is an effective, emerging innovation for providing more complete access to important information and materials. Tactile graphics are images that use raised surfaces to convey non-textual information such as maps, paintings, graphs and diagrams. Touchscreen-based smart devices allow visual information to be digitally and dynamically represented via tactile, auditory, visual, and kinesthetic feedback. Tactile graphic technology embedded in touchscreen devices can be leveraged to make STEM content more accessible to blind and visually impaired students.

This project will develop a learner-centered, perceptually-motivated framework addressing the requirements for students with blindness and visual impairments to access graphical content in STEM. Using TouchSense technology, the investigators will create instructional materials using tactile graphics and test them in a pilot classroom of both sighted and BVI students. The investigators will work with approximately 150 students with visual impairments to understand the kind of feedback that is most appropriate for specific content in algebra (coordinate plane), cell biology, and geography. Qualitative research methods will be used to analyze the video-based data set.

Pages

Subscribe to Engineering