Educational Technology

Mathematical Learning via Architectural Design and Modeling Using E-Rebuild

This project will explore the learning of mathematics through architectural tasks in an online simulation game, E-Rebuild. In the game-based architectural simulation, students will be able to complete tasks such as building and constructing structures while using mathematics and problem solving. The project will examine how to collect data about students' learning from data generated as they play the game, how students learn mathematics using the simulation, and how the simulation can be included in middle school mathematics learning.

Lead Organization(s): 
Award Number: 
1720533
Funding Period: 
Tue, 08/01/2017 to Sat, 07/31/2021
Full Description: 

This project will explore the learning of mathematics through architectural tasks in an online simulation game, E-Rebuild. There is a need to connect mathematics to real world contexts and problems. In the game-based architectural simulation, students will be able to complete tasks such as building and constructing structures while using mathematics and problem solving. The learning platform will be flexible so teachers can customize tasks for their students. The project will examine how to collect data about students' learning from data generated as they play the game. The project will explore how students learn mathematics using the simulation and how the simulation can be included in middle school mathematics learning.

The project includes two major research questions. First, how will the design of a scalable game-based, design-centered learning platform promote coordination and application of math representation for problem solving? Second, how and under what implementation circumstances will using a scalable architectural game-based learning platform improve students multi-stranded mathematical proficiency (i.e., understanding, problem solving and positive disposition)? A key feature of the project is stealth-assessment or data collected and logged as students use the architectural simulation activities that can be used to understand their mathematics learning. The project uses a design-based research approach to gather data from students and teachers that will inform the design of the learning environment. The qualitative and quantitative data will also be used to understand what students are learning as they play the game and how teachers are interacting with their students. The project will include a mixed methods study to compare classrooms using the architectural activities to classrooms that are using typical activities.


Project Videos

2020 STEM for All Video Showcase

Title: E-Rebuild: Scalable Architectural Game for Math Learning

Presenter(s): Fengfeng Ke, Chih-Pu Dai, & Luke West


Fostering Collaborative Computer Science Learning with Intelligent Virtual Companions for Upper Elementary Students (Collaborative Research: Wiebe)

The project will provide the opportunity for upper elementary students to learn computer science and build strong collaboration practices.

Partner Organization(s): 
Award Number: 
1721000
Funding Period: 
Tue, 08/15/2017 to Sat, 07/31/2021
Full Description: 

There is growing recognition that children can, and should, learn computer science. One of the central tenets of computer science is that it is a collaborative discipline, yet children do not start out with an intrinsic ability to collaborate. The project will provide the opportunity for upper elementary students to learn computer science and build strong collaboration practices. Leveraging the promise of virtual learning companions, the project will address three thrusts. First, the project will collect datasets of collaborative learning for computer science in diverse upper elementary school classrooms. Second, the project will design, develop, and iteratively refine its intelligent virtual learning companions, which support dyads of students in a scaffolded computer science learning environment with an interactive online coding tool. Third, the project will generate research findings and evidence about how children collaborate in computer science learning, and how best to support their collaboration with intelligent virtual learning companions. There will be three families of deliverables: learning activities and professional development, an intelligent learning environment with virtual learning companions, and research evidence that furthers the state of scholarship and practice surrounding the collaborative learning of computer science. The project will situate itself in highly diverse elementary schools in two states, Durham County, North Carolina and Alachua County, Florida. This project is supported by the Discovery Research PreK-12 program, which funds research and development of STEM innovations and approaches.

The project addresses the research question, "How can we support upper elementary-school students in computer science learning and collaboration using intelligent virtual learning companions?" The initial dataset will provide a ground-truth measure of students' collaboration approaches to classroom computer science learning tasks through instrumenting computer labs in elementary schools for collecting dialogue and problem-solving activity. The project will collect triangulating qualitative data to better understand impactful classroom dynamics around dyadic learning of computer science. The technical innovation of the project is the way in which student dyads are supported: each pair of children within the elementary school classroom will interact with a dyad of state of-the-art intelligent virtual learning companions. These companions will enhance the classroom experience by adapting in real time to the students' patterns of collaboration and problem solving to provide tailored support specifically for that pair of students. The virtual learning companions will model crucial dimensions of healthy collaboration through their dialogue with one another, including self-explanation, question generation, attributing challenges to the task and not to deficits in each other, and establishing common ground through uptake of ideas. The project will compare outcomes of computer science learning as measured in two ways: individual pre-test to post-test, and quality of collaboratively produced solutions. The project team will measure collaborative practices through dialogue analysis for the target collaboration strategies, as well as interest and self-efficacy for computer science. The project will utilize a multilevel model design to study the effect of the virtual learning companions on student outcomes. Using speech, dialogue transcripts, code artifact analysis, and multimodal analysis of gesture and facial expression, the team will conduct sequential analyses that identify the virtual learning companion interactions that are particularly beneficial for students, and focus our development efforts on expanding and refining those interactions. They will also identify the affordances that students did not engage with and determine whether to eliminate or re-cast them. The analytics of collaborative process data will once again be augmented with qualitative classroom data from field notes, focus groups, and semi-structured interviews with students and teachers. The themes that emerge will guide subsequent refinement of the environment and learning activities.

Exploring the Potential of Tablets as Early Math Resources for Urban Kindergarteners in Schools and Homes

This project will examine the impact on mathematics learning of an initiative to provide kindergartners in an urban school district with personal tablet devices that include free, widely available digital mathematics resources. The research questions examine how teachers use table-based mathematics resources during instruction, how caregivers and children engage with table-based mathematics resources, and how the resources then relate to kindergartners mathematics learning.

Lead Organization(s): 
Award Number: 
1744202
Funding Period: 
Tue, 08/01/2017 to Tue, 07/31/2018
Full Description: 

This project will examine the impact on mathematics learning of an initiative to provide kindergartners in an urban school district with personal tablet devices that include free, widely available digital mathematics resources. An important question for schools as tablet devices become more accessible is how to effectively use them in primary grades, especially kindergarten. In addition, since the devices are portable, how children use the resources such as games for mathematics learning at home is also important to understand. This project is set in a high-needs school district with a large number of low-income children. The project provides an opportunity to learn about the potential role of tables and digital resources in early grades through the analysis of assessment data, user analytic data documenting how the resources were used, and survey data from teachers and families.

Most studies of digital learning resources have been small-scale or focused on engagement. This study offers the opportunity to investigate the relationship between the use of these resources and learning outcomes using a quasi-experimental design. The research questions examine how teachers use table-based mathematics resources during instruction, how caregivers and children engage with table-based mathematics resources and how the resources then relate to kindergartners mathematics learning. Assessments of students' learning will focus on number, geometry and measurement concepts. The learner analytic data from the tablets will document the use of the resources on the tablets. Surveys and demographic data will also be collected to document how the tablets were used. Results of the study should inform implementation of tablet use by schools with particular attention to how they are used across in-class and at-home settings.

Project Accelerate: University-High School AP Physics Partnerships

Project Accelerate blends the supportive structures of a student's home school, a rigorous online course designed specifically with the needs of under-served populations in mind, and hands-on laboratory experiences, to make AP Physics accessible to under-served students. The project could potentially lead to the success of motivated but under-served students who attend schools where the opportunity to engage in a rigorous STEM curriculum is not available.

Lead Organization(s): 
Award Number: 
1720914
Funding Period: 
Tue, 08/01/2017 to Fri, 07/31/2020
Full Description: 

Project Accelerate brings AP Physics 1 and, eventually, AP Physics 2 to students attending schools that do not offer AP Physics. The project will enable 249 students (mostly under-served, i.e., economically disadvantaged, ethnic minorities and racial minorities) to enroll in AP Physics - the students would otherwise not have access. These students either prepare for the AP Physics 1 exam by completing a highly interactive, conceptually rich, rigorous online course, complete with virtual lab experiments, or participate in an accredited AP course that also includes weekly hands-on labs. In this project, the model will be tested and perfected with more students and expanded to AP Physics 2. Further, model replication will be tested at an additional site, beyond the two pilot sites. In the first pilot year in Massachusetts at Boston University, results indicated that students fully engaged in Project Accelerate are (1) at least as well prepared as peer groups in traditional classrooms to succeed on the AP Physics 1 exam and (2) more inclined to engage in additional STEM programs and to pursue STEM fields and programs than they were prior to participating. In the second year of the pilot study, Project Accelerate doubled in size and expanded in partnership with West Virginia University. From lessons learned in the pilot years, key changes are being made, which are expected to increase success. Project Accelerate provides a potential solution to a significant national problem of too few under-served young people having access to high quality physics education, often resulting in these students being ill prepared to enter STEM careers and programs in college. Project Accelerate is a scalable model to empower these students to achieve STEM success, replicable at sites across the country (not only in physics, but potentially across fourteen AP subjects). The project could potentially lead to the success of tens of thousands of motivated but under-served students who attend schools where the opportunity to engage in a rigorous STEM curriculum is not available.

Project Accelerate blends the supportive structures of a student's home school, a private online course designed specifically with the needs of under-served populations in mind, and hands-on laboratory experiences, to make AP Physics accessible to under-served students. The goals of the project are: 1) have an additional 249 students, over three years, complete the College Board-accredited AP Physics 1 course or the AP Physics 1 Preparatory course; 2) add an additional replication site, with a total of three universities participating by the end of the project; 3) develop formal protocols so Project Accelerate can be replicated easily and with fidelity at sites across the nation; 4) develop formal protocols so the project can be self-sustaining at a reasonable cost (about $500 per student participant); 5) build an AP Physics 2 course, giving students who come through AP Physics 1 a second year of rigorous experience to help further prepare them for college and career success; 6) create additional rich interactive content, such as simulations and video-based experiments, to add to what is already in the AP Physics 1 prep course and to build the AP Physics 2 prep course - the key is to actively engage students with the material and include scaffolding to support the targeted population; 7) carry out qualitative and quantitative education research, identifying features of the program that work for the target population, as well as identifying areas for improvement. This project will support the growing body of research on the effectiveness of online and blended (combining online and in-person components) courses, and investigate the use of such courses with under-represented high school students.

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.

Examining Relationships Between Flipped Instruction and Students' Learning of Mathematics

This study can provide a basis for design research focused on developing effective materials and programs for flipped instruction in secondary mathematics, which is already occurring at an increasing rate, but it is not yet informed by empirical evidence. This project will result in a framework for flipped instruction robust enough to be useful at a variety of grade levels and contexts. The framework will provide a better understanding of the relationships among various implementations of flipped instruction and student learning.

Lead Organization(s): 
Award Number: 
1721025
Funding Period: 
Tue, 08/01/2017 to Fri, 07/31/2020
Full Description: 

Instead of presenting new material in class and then assigning problems to be completed outside of class, flipped instruction involves students watching videos or reading new material outside of class and then completing their "homework" in class. Teachers' implementation of flipped instruction has increased dramatically in recent years, with more than two-thirds of teachers now reporting flipping a lesson, if not an entire course. Although popular media and philanthropic organizations have given a great deal of attention and financial support to flipped instruction, little is known about how teachers implement it and what benefits and drawbacks flipped instruction has in contrast with non-flipped instruction. This study can provide a basis for design research focused on developing effective materials and programs for flipped instruction in secondary mathematics. This design and development is already occurring at an increasing rate, but it is not yet informed by empirical evidence. This project will result in a framework for flipped instruction robust enough to be useful at a variety of grade levels and contexts. The framework will provide a better understanding of the relationships among various implementations of flipped instruction and student learning. These findings can inform teacher educators in better aligning their instruction to instructional formats that correlate with increased student learning outcomes.

Using mixed-methods techniques, the study will look at the nature of the activities and interactions occurring in mathematics classrooms and assess their quality so that the researchers may distinguish high-quality from low-quality univocal discourse, high-quality from low-quality dialogic discourse, and high cognitive demand from low cognitive demand tasks. Working in 40 algebra classrooms -- 20 implementing some form of flipped instruction and 20 serving as a non-flipped basis for comparison -- the project will address the following research questions using a correlational design and multilevel modeling techniques: RQ1. What are salient factors entailed in flipped instruction in secondary algebra? RQ2. What associations, if any, exist among factors entailed in teachers' implementation of flipped algebra instruction and students' learning of algebra as measured on a state-mandated end-of-course assessment and on a concept-of-variable inventory?

Culturally Responsive Indigenous Science: Connecting Land, Language, and Culture

This Culturally Responsive Indigenous Science project seeks to advance this knowledge base through research and by catalyzing new approaches to Indigenous science, technology, engineering, and mathematics (ISTEM) learning. Using an ISTEM focused model, the project will develop, test, and implement a culturally responsive land-based curriculum that integrates Western science, multimodal technologies and digital tools, and Native American tribal knowledge, cultures and languages to investigate and address local environmental science and sustainability concerns.

Lead Organization(s): 
Award Number: 
1720931
Funding Period: 
Fri, 09/01/2017 to Tue, 08/31/2021
Full Description: 

The intersection between Indigenous and Western science continues to be of great importance to K-12 science education, particularly with regards to broadening participation in STEM. With over five hundred federally recognized Native American tribes in the United States, there is much to learn and understand. This Culturally Responsive Indigenous Science project seeks to advance this knowledge base through research and by catalyzing new approaches to Indigenous science, technology, engineering, and mathematics (ISTEM) learning. Using an ISTEM focused model, the project will develop, test, and implement a culturally responsive land-based curriculum that integrates Western science, multimodal technologies and digital tools, and Native American tribal knowledge, cultures and languages to investigate and address local environmental science and sustainability concerns. While Indigenous STEM teaching and learning as constructs have existed for many years, the rigorous research design and extensive integration of multimodal technologies as platforms for scientific inquiry, data management, knowledge dissemination and curation are innovative and timely. Few, if any, Design and Development projects in the current DRK-12 portfolio explore similar work. Therefore, the broader impacts of this project are poised to not only contribute to the DRK-12 portfolio but also advance knowledge in Indigenous STEM education and science education, more broadly.

Over a three year period, hundreds of Native American students (grades 4-9) in tribal schools located in Oregon, Washington, and Idaho will engage in the project. Each year, approximately 60-80 students (grades 7-9), with some returning students, will also participate in enrichment activities and in years 1-3, in the residential summer experience at Washington State University. A qualitative, quasi-experimental design-based study will be conducted to address three salient research questions: (a) What are the impacts of culturally responsive and land education-based ISTEM curriculum and technology on Native American student engagement, efficacy and achievement in school? (b) What types of professional development activities foster teacher efficacy and improve teacher learning and teaching of ISTEM in classrooms? and (c) How can ISTEM foster greater family and community engagement in schools and in Tribal Communities? Data will be collected through interviews, surveys, and or questionnaires from participating students, teachers, and Tribal members. Consistent with Indigenous methodologies, focus group interviews (talking circles) will also be facilitated after ISTEM community expositions and engagement activities to capture community impacts. Formative and summative evaluations will be conducted by the Learning and Performance Research Center (LPRC) at Washington State University, an independent entity of the University with extensive expertise in project evaluation. A broad range of dissemination activities will be employed to achieve maximum impacts, including the use of the Plateau People's Web Portal, a digital tool designed to help Native communities to manage, circulate, and curate their digital materials using their own cultural protocols, language and social systems. This regional collaboration includes partnerships with the Confederated Tribes of Warm Springs (Oregon), Confederated Tribes of the Colville Reservation (Washington), and the Coeur D'Alene Tribe (Idaho).


Project Videos

2020 STEM for All Video Showcase

Title: Culturally Responsive Indigenous Science

Presenter(s): Paula Price, Carladean Caldera, Landon Charlo, Kellie Fry, Zoe Higheagle Strong, Sandra Larios, James Lasarte-Whistocken, Lotus Norton-Wisla, & T Watson


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.

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