Early Emergence of Socioeconomic Disparities in Mathematical Understanding
This poster provides a methodological overview of the Parents Promoting Early Learning Study's online approach to direct assessment of toddler's math skills during the COVID-19 pandemic. Preliminary data will be presented about the reliability and validity of our measures of children's numeracy and spatial skills. Additionally, we will highlight some of the challenges in conducting online assessments with a socioeconomically diverse sample of families during the pandemic.
Co-PI(s): Leanne Elliott and Portia Miller, University of Pittsburgh
Developing and Validating a Scalable, Classroom-focused Measure of Usable Knowledge for Teaching Mathematics: The Classroom Video Analysis Instrument
Developing and Evaluating Assessments of Problem Solving (Collaborative Research: Bostic and Sondergeld)
Through DEAP, we have created three Problem-Solving Measures (PSMs) that address the Common Core State Math Content for grades 3, 4, 5, and 6 and built a robust validity argument for their use and score interpretations. We have also used vertical equating to link the PSMs with the already functioning middle-school PSMs (grades 6, 7, and 8). We are constructing a DEAP reporting system and investigating how the reporting system formatively informs teachers instructional decisions.
Developing an Online Game to Teach Middle School Students Science Research Practices in the Life Sciences (Collaborative Research: Gagnon, Baker, and Metcalf)
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.
Developing an Online Game to Teach Middle School Students Science Research Practices in the Life Sciences (Collaborative Research: Gagnon, Baker, and Metcalf)
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.
Developing an Online Game to Teach Middle School Students Science Research Practices in the Life Sciences (Collaborative Research: Gagnon, Baker, and Metcalf)
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.
Design Research on the Teaching and Learning of Conceptual Understanding in High School Chemistry Though the Use of Dynamic Visualizations of Physical and Chemical Changes
CAREER: Fraction Activities and Assessments for Conceptual Teaching (FAACT) for Students with Learning Disabilities
This poster describes the outcomes, dissemination, and scaling of project work from "Fraction Activities and Assessment for Conceptual Teaching (FAACT)." We describe the results of a pilot study for FAACT, free curriculum materials, and how the work has been translated to a new game based project, Model Mathematics Education (ModelME). A link to an intro video for ModelMe's game based curriculum will be shared.
Co-PI(s): Matthew Marino and Michelle Taub, University of Central Florida
CAREER: Designing and Enacting Mathematically Captivating Learning Experiences for High School Mathematics
This project explores how secondary mathematics teachers can design mathematically captivating learning experiences using the mathematical story framework to improve aesthetic opportunities with complex mathematical content. This study has developed and tested 28 MCLEs. By comparing captivating lessons with those that students describe as dull or boring, we have identified multiple characteristics of captivating mathematics lessons. Also, in addition to raising student interest, MCLEs positively impact teacher and student questioning.