The goal of this project is to expand high school student participation in the peer-review process and in publishing in JEI, a science journal dedicated to mentoring pre-college students through peer-reviewed publication. By publishing pre-college research in an open access website, the project will build understanding of how engaging in these activities can change high school students' perceptions and practices of scientific inquiry.
Projects
This is a continuing research project that supports (1) creation of what are termed "ink inscriptions"--handwritten sketches, graphs, maps, notes, etc. made on a computer using a pen-based interface, and (2) in-class communication of ink inscriptions via a set of connected wireless tablet computers. The primary products are substantiated research findings on the use of tablet computers and inscriptions in 4th and 5th grade math and science, as well as models for teacher education and use.
This project will create technology-enhanced classroom activities and resources that increase student learning of science practices in high school biology, chemistry, and physics. InquirySpace will incorporate several innovative technological and pedagogical features that will enable students to undertake scientific experimentation that closely mirrors current science research and learn what it means to be a scientist.
This project builds and tests applications tied to the school curriculum that integrate the sciences with mathematics, computational thinking, reading and writing in elementary schools. The investigative core of the project is to determine how to best integrate computing across the curriculum in such a way as to support STEM learning and lead more urban children to STEM career paths.
The project aims to develop and research Intelligent Science Stations, a new genre of interactive science experiences. The Intelligent Science Stations will provide students in kindergarten to 4th grade with hands-on science experiences, augmented by an intelligent agent that offers feedback based on artificial intelligence computer vision. This innovative approach offers evidence-based, personalized support and feedback to children, while also assisting teachers in integrating more inquiry-based science learning into their classrooms. By modeling behaviors like asking questions, making predictions, and explaining scientific phenomena, the interactive AI system helps teachers enhance their classroom experiences.
This project examines the first-year implementation of a program that will provide low-cost netbook computers and specialized software to fifth and sixth grade students in four schools in Southern California. The PIs collect baseline and early implementation data to determine effects of the intervention on students' academic achievement in science, academic writing in science, and interest in further STEM study.
Research has shown that when teachers have strong content and pedagogical content knowledge that they can provide better quality mathematics instruction to their students and improve student outcomes. The goal of this project is to enhance elementary school teachers’ capacity to improve students’ mathematics learning through a scaled professional development program that uses artificial intelligence (AI) to create a personalized, active learning environment for teachers.
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 aims to develop, implement, and evaluate an Internet of Things (IoT) based educational curriculum and technology that provides grades 9-12 students with Computer Science (CS) and Software Engineering (SE) education.
This project operationalizes research in number, operation, and early algebra. It builds on the paradigm of Dynamic Geometry (the interactive and continuous manipulation of geometric shapes and constructions) with a new technological paradigm, Dynamic Number, centered on the direct manipulation of numerical representations and constructions. Using The Geometer’s Sketchpad as a starting point, KCP Technologies is developing new software tools to deepen students’ conceptions of number and early algebra in grades 2–8.
This project responds to the need for technology-enhanced assessments that promote the critical practice of scientific argumentation--making and explaining a claim from evidence about a scientific question and critically evaluating sources of uncertainty in the claim. It will investigate how to enhance this practice through automated scoring and immediate feedback in the context of two high school curriculum units--climate change and fresh-water availability--in schools with diverse student populations.
Investigations in Cyber-enabled Education (ICE) strives to provide a professional development design framework for enhancing teacher ability to provide science, technology, and math (STM) instruction for secondary students. Exploratory research will clarify ICE framework constructs and gather empirical evidence to form the basis of anticipated further research into the question: Under what circumstances can cyber-enabled collaboration between STM scientists and educators enhance teacher ability to provide STM education?
This project provides a virtual environment in which high school physics students can engage in the cutting edge science of studying exoplanets. Using online telescopes and learning software, students gain a deeper understanding of science inquiry, including reasoning from models, gathering assessing, and interpreting authentic data, and drawing conclusions from multiple line of evidence. The research advances our understanding of ways to increase students' knowledge of data literacy.
This project will examine the impact of a 12-year statewide science field trip program called LabVenture, a hands-on program in discovery and inquiry that brings middle school students and teachers across the state of Maine to the Gulf of Maine Research Institute (GMRI) to become fully immersed in explorations into the complexities of local marine science ecosystems.
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.
Understanding probability is essential for daily life. Probabilistic reasoning is critical in decision making not only for people but also for artificial intelligence (AI). AI sets a modern context to connect probability concepts to real-life situations. It also provides unique opportunities for reciprocal learning that can advance student understanding of both AI systems and probabilistic reasoning. This project aims to improve the current practice of high school probability education and to design AI problem-solving to connect probability and AI concepts. Set in a game-based environment, students learn and practice applying probability theory while exploring the world of probability-based AI algorithms to solve problems that are meaningful and relevant to them.
Understanding probability is essential for daily life. Probabilistic reasoning is critical in decision making not only for people but also for artificial intelligence (AI). AI sets a modern context to connect probability concepts to real-life situations. It also provides unique opportunities for reciprocal learning that can advance student understanding of both AI systems and probabilistic reasoning. This project aims to improve the current practice of high school probability education and to design AI problem-solving to connect probability and AI concepts. Set in a game-based environment, students learn and practice applying probability theory while exploring the world of probability-based AI algorithms to solve problems that are meaningful and relevant to them.
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?"
The COVID-19 pandemic has significantly disrupted the ability of teacher education programs to place their teacher candidates in typical K-12 teaching settings as a part of learning to teach. This project examines how simulated classroom field experiences for preservice teachers can be implemented in online and emergency remote teacher education courses.
This project is studying measurement practices from pre-K to Grade 8, as a coordination of the STEM disciplines of mathematics and science. This research project tests, revises and extends learning trajectories for children's knowledge of geometric measurement across a ten-year span of human development. The goal will be to validate all components of each learning trajectory, goal, developmental progression, and instruction tasks, as well as revising each LT to reflect the outcomes of the experiments.
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 aims to support the mathematics learning of students with disabilities through the development and use of mixed reality simulations for elementary mathematics teacher preparation. These simulations represent low-stakes opportunities for preservice teachers to practice research-based instructional strategies to support mathematics learning, and to receive feedback on their practices.
This project aims to support the mathematics learning of students with disabilities through the development and use of mixed reality simulations for elementary mathematics teacher preparation. These simulations represent low-stakes opportunities for preservice teachers to practice research-based instructional strategies to support mathematics learning, and to receive feedback on their practices.
The focus of this conference is to carefully examine past and current research with an eye toward improving its impact on practice and to create concrete steps that could shape the nature and impact of mathematics education research.
This project will build an interactive and integrated curricular and professional development technological system: the Building Blocks Toolset (BBToolset). The BBToolset is designed to benefit all early childhood educators and their students. Young children will learn from engaging, effective digital educational games and face-to-face activities. Teachers will receive just-in-time professional development related to their students' development and guidance on curricular choices and culturally sensitive pedagogical strategies.