This project examines the design principles by which computer-based science learning experiences for students designed for classroom use can be integrated into virtual worlds that leverage students' learning of science in an informal and collaborative online environment. GeniVille is the integration of Geniverse, a education based game that develops middle school students' understanding of genetics with Whyville, an educational virtual word in which students can engage in a wide variety of science activities and games.
Projects
The Graphing Research on Inquiry with Data in Science (GRIDS) project will investigate strategies to improve middle school students' science learning by focusing on student ability to interpret and use graphs. GRIDS will undertake a comprehensive program to address the need for improved graph comprehension. The project will create, study, and disseminate technology-based assessments, technologies that aid graph interpretation, instructional designs, professional development, and learning materials.
This project will develop and test a digital monitoring tool that will enable teachers to track student learning within a digital learning system and quickly adjust classroom instructional strategies to facilitate learning. The tool will be developed for use with an existing digital curriculum for high school genetics.
This project addresses the pressing need to more effectively organize STEM (science, technology, engineering, and mathematics) teaching and learning around "big ideas" that run through science disciplines. Unfortunately, finding ways to teach big ideas effectively so they become useful as knowledge frameworks is a significant challenge. Deep structure modeling (DSM), the innovation advanced in this project, is designed to meet this challenge in the context of high school biology.
This project addresses the pressing need to more effectively organize STEM (science, technology, engineering, and mathematics) teaching and learning around "big ideas" that run through science disciplines. Unfortunately, finding ways to teach big ideas effectively so they become useful as knowledge frameworks is a significant challenge. Deep structure modeling (DSM), the innovation advanced in this project, is designed to meet this challenge in the context of high school biology.
The main goal of this project is to better understand how to build and sustain the capacity of elementary science teachers in grades 3-5 to instruct and formatively assess students in ways that are aligned with contemporary science education frameworks and standards. To achieve this goal, the project will use classroom-based science assessment as a focus around which to build teacher capacity in science instruction and three-dimensional learning in science.
This project will study the aspects of genetics instruction that affect students' beliefs in neurogenetic essentialism, which is implicated in lowering girls' sense of STEM abilities, feeling of belonging in STEM classes, and interest in pursuing further education in STEM fields. The goal of the project is to answer important questions about how to teach genetics at the high school level in a manner that is scientifically accurate but does not have these detrimental side effects.
This project is designing and conducting a crowd-sourced open innovation challenge to young people of ages 13-18 to mitigate levels of greenhouse gases. The goal of the project is to explore the extent to which the challenge will successfully attract, engage and motivate teen participants to conduct sustained and meaningful scientific inquiry across science, technology and engineering disciplines.
This project uses sea urchin embryos to provide a curriculum module for inquiry-based biology. The curriculum is provided via a new open access website. It addresses several of the National Science Content Standards and provides a range of activities suitable for all levels of high school biology. It will provide instructional support materials such as video demonstrations, animations, time lapse videos and image galleries relevant to each exercise, as well as professional development materials.
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.
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.
This project designs, constructs, and field-tests a web-based, online collaborative environment for supporting the teaching and learning of inquiry-based high school physics. Based on an interactive digital workbook environment, the team is customizing the platform to include scaffolds and other supports for learning physics, fostering interaction and collaboration within the classroom, and facilitating a design-based approach to scientific experiments.
This project will address two obstacles that hinder elementary science instruction: (1) a lack of content-specific teaching knowledge (e.g., research on effective topic-specific instructional strategies); and (2) the knowledge that does exist is often not organized for use by teachers in their lesson planning and instruction. The project will collect existing empirical literature for two science topics and synthesize it with an often-overlooked resource -- practice-based knowledge.
This project will develop a modified virtual world and accompanying curriculum for middle school students to help them learn to more deeply understand ecosystems patterns and the strengths and limitations of experimentation in ecosystems science. The project will build upon a computer world called EcoMUVE, a Multi-User Virtual Environment or MUVE, and will develop ways for students to conduct experiments within the virtual world and to see the results of those experiments.
The COVID-19 pandemic has highlighted the need for supporting student learning about viral outbreaks and other complex societal issues. Given the complexity of issues like viral outbreaks, engaging learners with different types of models (e.g., mechanistic, computational and system models) is critical. However, there is little research available regarding how learners coordinate sense making across different models. This project will address the gap by studying student learning with different types of models and will use these findings to develop and study new curriculum materials that incorporate multiple models for teaching about viral epidemics in high school biology classes.
This project will develop and test two curriculum units on the topic of evolution for high school general biology courses, with one unit focusing primarily on human case studies to teach evolution and one unit focusing primarily on case studies of evolution in other species. The two units will be compared to examine how different approaches to teaching evolution affect students and teachers.
This project aims to develop an innovative field-based science learning approach that will support the capacity of culturally diverse students in Grades K-3 to engage in complex ecological reasoning and related problem solving. To provide rich learning environments, outdoor learning gardens will be created in which students, teachers, garden educators, and families participate in activities that facilitate the investigation of tangible ecological challenges such as water capture and food security.
This project hypothesizes that learners must have access to the real work of scientists if they are to learn both about the nature of science and to do inquiry themselves. It explores the question "How can informal science education institutions best design resources to support teachers, school administrators, and families in the teaching and learning of students to conduct scientific investigations and better understand the nature of science?"
This project produced and is testing a website with tools to help teachers identify when students’ science learning may be limited by how they construe the underlying causal structure of the concepts. It demonstrates students’ difficulties and a pedagogical approach to help them recast their explanations to align them with the causal structure in the scientifically accepted explanations. The site focuses on middle school with in-depth examples in density and ecosystems.
This project designs, develops and tests a digital gaming environment for high school students that fosters and measures science learning within alternate reality games about saving Earth's ecosystems. Players work together to solve scientific challenges using a broad range of tools including a centralized web-based gaming site and social networking tools, along with handheld smart-phones, and an avatar-based massively multiplayer online environment. The game requires players to contribute to a scientific knowledge building community.
This project will develop an online curriculum module for high school biology. It has three main goals: 1) Demonstrate how a story like malaria can integrate the teaching of multiple science topics and facilitate the diffusion of biodiversity and evolution across curriculum; 2) Model for students how to think like a scientist and show science as worthy of career consideration; and 3) Provide versatile multimedia as an alternative to textbook-centered instruction.
This project is developing and validating an assessment instrument that addresses the life sciences for students and teachers in grades 9 through 12 based on the Misconception Oriented Standards-based Assessment Resource for Teachers (MOSART).
This project will develop three replacement units for biology and refine them through classroom testing. The units will be models of STEM integration by using the important concepts of proportional reasoning and algebraic thinking and engineering re-design to address big ideas in science while also promoting the learning of 21st century skills. The materials will be educative for teachers, and the teacher materials and professional development methods will work at scale and distance.
This project addresses the need for a curricular resource package to support a high school biology course fully aligned to the core ideas, crosscutting concepts, and scientific practices of College and Career Readiness standards. The project will develop a suite of resources including educative curricular materials, pedagogical tools, intensive teacher professional development, and video documentation of exemplary implementation and investigate the impact of the instructional resource on teacher and student learning.
This project recruited high school African American males to begin preparation for science, technology, engineering and mathematics teaching careers. The goal of the program was to recruit and prepare students for careers in secondary mathematics and science teaching thus increasing the number of African Americans students in STEM. The research will explore possible reasons why the program is or is not successful for recruiting and retaining students in STEM Teacher Education programs