EDC is developing a high school capstone course in linear algebra. Student resources contain a core semester that develops two- and three-dimensional geometry using vectors and that treats matrix algebra and its applications to geometry; a semester of material that completes a typical undergraduate course (exploring bases, determinants and eigentheory); and 5 stand-alone modules that develop applications of this core to mathematics, engineering, science, and other STEM fields.
Projects
The Coaching Cycle project is creating an online course for K–8 mathematics instructional coaches. The project targets coaches in rural areas and small schools who do not have access to regular district-wide professional development. It provides training in the skills needed for effective instructional coaching in mathematics by using artifacts collected by practicing coaches to engage course participants in the practice of coaching skills.
The project has had three major areas of focus: (1) Offering professional development to help elementary and 6th grade teachers become more responsive teachers, attending and responding to their students' ideas and reasoning; (2) Developing web-based resources (both curriculum and case studies) to promote responsive teaching in science; and (3) research how both teachers and students progress in their ability to engage in science inquiry.
This project’s overarching goal is to evaluate the assessment components embedded within two NSF-supported mathematics curricula: Everyday Mathematics and Math Trailblazers. The investigators will apply a comprehensive validity perspective that integrates a variety of empirical evidence regarding the cognitive, psychometric, and instructional affordances of multiple assessments embedded in these curricula as part of their overall instructional design.
This project creates materials for grades 5-8 that address and assess STEM concepts through a robotics curriculum. The curriculum addresses STEM standards through such documents as the NCTM Focal Points and the Atlas of Science Literacy. Students can use the TekBot robotics platform in three problem-based ways: building, moving, and programming. The intent is to scale up to a cyber-infrastructure that supports the national distribution and implementation of the curriculum.
The project makes use of technology to create timely, valid, and actionable reports to teachers by analyzing assessments and logs of student actions generated in the course of using computer-based curriculum materials. The reports allow teachers to make data-based decisions about alternative teaching strategies. The technology supports student collaborations and the assignment of different learning activities to groups, an essential function needed for universal design for learning (UDL).
This project engages children in classrooms across the country in an authentic investigation of Devonian fossils. Goals include supporting children in the use of evidence in constructing explanations of natural phenomena, and motivating culturally and linguistically diverse groups of children to engage in learning science. Deliverables include development and testing of an interactive website where children learn how to identify the fossils they find and add their own data to an emerging database.
The goal of this workshop is to advance the construction of new knowledge through international cooperation with Chinese counterparts in the teaching and learning of math and science at the elementary level in four areas: curriculum design and assessment; teacher preparation and professional development; effective use of the former; and reaching gifted and underserved populations. Approximately 120 people will attend, including 50 senior U.S. researchers, 25 early career researchers, 15 graduate students and 5 undergraduates.
The purposes of this conference include bringing together 150 participants from all aspects of STEM education to exchange ideas about research, curriculum, and assessment; to help teachers integrate research-based instructional strategies in their teaching; and to build sustainable collaborations between participants. It includes three days of parallel presentations and discussion followed by a two-day summer academy. A focus on research-based strategies that advance the successful participation of underrepresented groups is embedded in all activities.
The purpose of this project is to create a research-based model of how students with learning disabilities (LDs) develop multiplicative reasoning via reform-oriented pedagogy; convert the model into a computer system that dynamically models every students’ evolving conceptions and recommends tasks to promote their advancement to higher level, standard-based multiplicative structures and operations; and study how this tool impacts student outcomes.
This project develops and researches the academic potential of a hybrid instructional model that infuses computer simulations, modeling, and educational gaming into middle school technology education programs. These prototypical materials use 3-D simulations and educational gaming to support students’ learning of STEM content and skills through developing solutions to design challenges.
The Accessing Science Ideas (ASI) project is developing and researching content enhancements that support science learning of middle school students with executive function and related learning disabilities. The goal of ASI research is to measure the extent to which curricular units with content enhancements lead to increased student understanding of science concepts, improved reasoning, and greater confidence.
This project investigates the potential of online role-playing games for scientific literacy through the iterative design and research of Saving Lake Wingra, an online role-playing game around a controversial development project in an urban area. Saving Lake Wingra positions players as ecologists, department of natural resources officials, or journalists investigating a rash of health problems at a local lake, and then creating and debating solutions.
The purpose of Project Delta is two-fold: (1) to extend an existing library of 17 interacting CD-ROM digital learning environments on numbers and operations by adding an algebra strand, and (2) to evaluate the impact of the new algebra materials on teacher development. Each of the digital environments features classroom sessions that allow for exploration of a mathematics topic, children learning over time, and teachers? instructional techniques.
The project addresses the relatively poor mathematics achievement of students who are not proficient in English. It includes research on how English language learners in beginning algebra classes solve math word problems with different text characteristics. The results of this research inform the development of technology-based resources to support ELLs’ ability to learn mathematics through instruction in English, including tutorials in math vocabulary, integrated glossaries, and interactive assistance with forming equations from word problem text.
This project aims to determine whether curricula designed to support teacher and student learning have positive impacts on teacher knowledge, attitudes, and instructional practices; to what degree educative curricula help teachers with more and less experience teaching ELLs and how level of teaching experience relates to teacher knowledge, attitudes, and instructional practices; and the effects of the educative curricula in high implementation settings on ELLs knowledge and attitudes in science, and developing English proficiency.
Project MSSELL will conduct a two-year randomized trial longitudinal evaluation of an enhanced standards-based science curriculum model. In Year 1, the project will refine and pilot the model based on learnings from its previous developmental phase and implementation with K-3 grade students. In Years 2 and 3, the enhanced model will be implemented and studied with fifth- and sixth-grade students.
This project uses computer-based models of interacting organisms and their environments to support a learning progression leading to an appreciation of the theory of evolution and evidence that supports it. The project has created a research-based curriculum centered on progressively complex models that exhibit emergent behavior. The project will help improve the teaching of complex scientific topics and provide a reliable means of directly assessing students' conceptual understanding and inquiry skills.
This project is developing and conducting research on the Cohort Model for addressing the mathematics education of students that perform in the bottom quartile on state and district tests. The predicted outcome is that most students will remain in the cohort for all four years and that almost all of those who do will perform well enough on college entrance exams to be admitted and will test out of remedial mathematics courses.
This project aims to develop, pilot, and evaluate a model of instruction that advances the scientific literacy of high school students by involving them in science journalism, and to develop research tools for assessing scientific literacy and engagement. We view scientific literacy as public understanding of and engagement with science and technology, better enabling people to make informed science-related decisions in their personal lives, and participate in science-related democratic debates in public life.
This project is focusing on the redesign of popular commercial video games to support students’ understanding of Newtonian mechanics. In support of this goal, SURGE develops and implements design principles for game-based learning environments, integrating research on conceptual change, cognitive processing-based design, and socio-cognitive scripting. These enhanced games bridge the gap between student learning in non-formal game environments and the formalized knowledge structures learned in school by leveraging and integrating the strengths of each.
This project is developing a week-long unit of activities focused on the cryosphere, implementing the activities with students, and studying the activities’ effectiveness. The overarching goals of this project are to build a sequence of scaffolded investigations that will help students more fully understand the cryosphere; and investigate the effectiveness of the sequence of and investigations at helping students understand how and why a component of the Earth system varies over time.
We are analyzing the intended algebra curriculum as represented in a variety of high-school mathematics textbooks – Core Plus Mathematics Project (CPMP), Discovering Mathematics (Key Curriculum Press), EDC's Center for Mathematics Education, Glencoe, Interactive Mathematics Program (IMP), and University of Chicago School Mathematics Project (UCSMP). The textbook analysis is based on two dimensions frequently used for curriculum analysis: a content dimension and a cognitive dimension.
This project anticipates the needs of learners in 10 years by developing and testing two learning simulations that are immersive, interactive, and participatory and use augmented reality in the outdoors. Students work in teams to investigate phenomena and solve problems in a gaming environment using wireless handheld GPS units. Using a design-based, mixed-methods approach, the researchers examine the relationships among augmented reality, learning in science, socio-emotional outcomes, and the demographic characteristics of rural, underserved students.
This project focuses on the challenge of using assessment of relevant STEM content to improve K-12 teaching and learning. CLEAR takes advantage of new technologies and research findings to investigate ways that science assessments can both capture and contribute to cumulative, integrated learning of standards-based concepts in middle school courses. The project will research new forms of assessment that document students' accumulation of knowledge and also serve as learning events.