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.
Projects
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.
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 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.
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.
The goal of this project is to improve the implementation of rigorous instructional materials in middle-grades mathematics at scale through a system of practical measures and routines for collecting and using data that both assesses and supports implementation.
This workshop addresses the need to connect a range of experts involved in game development and research to develop and disseminate best practices. The workshop will also establish a network hub where educators and developers can find tools for implementing game-based curricula. The project will bring together approximately 100 early contributors, including researchers, teachers, game designers and publishers, to inform the next phases of research, development, and production in the field of games and learning.
This project will research, design, and develop adaptive accessibility features for interactive science simulations. The proposed research will lay the foundation that advances the accessibility of complex interactives for learning and contribute to solutions to address the significant disparity in science achievement between students with and without disabilities.
This project is developing modules for middle school and high school students in Earth and Space Science classes, testing the hypothesis that students who use computational models, analyze real-world data, and engage in building scientific reasoning and argumentation skills are better able to understand Earth science core ideas and how humans impact Earth's systems. The resulting online curriculum modules and teacher guides provide exciting examples of next generation Earth science teaching 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.
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 research the transformational potential of geodynamic models embedded in learning progression-informed online curricula modules for middle school teaching and learning of Earth science. The primary goal of the project is to conduct design-based research to study the development of model-based curriculum modules, assessment instruments, and professional development materials for supporting student learning of (1) plate tectonics and related Earth processes, (2) modeling practices, and (3) uncertainty-infused argumentation practices.
This project will create two curriculum units that use sophisticated simulations designed for students in secondary schools that integrate the study of the tectonic system and the rock genesis system. The project seeks to overcome the more typical approaches taken in earth science classrooms where such geologic processes are treated as discrete and highly predictable, rather than intertwined and dynamic.
This project will develop and test a new instructional approach that integrates a data analysis tool with Earth systems models in a suite of online curriculum modules for middle and high school Earth science students. The modules will facilitate development of rich conceptual understandings related to the system science of natural hazards and their impacts.
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.
This project addresses biology teachers and students at the high school level, responding to the exponential increases occurring in biology knowledge today and the need for students to understand the experimental basis behind biology concepts. The project studies the feasibility of engaging students in an environment where they can learn firsthand how science knowledge develops in the fields of bioinformatics and DNA science by performing collaborative, simulated experiments to solve open-ended problems.
The project will develop and research a new Mixed Reality environment (MR), called GEM-STEP, that leverages play and embodiment as resources for integrating computational modeling into the modeling cycle as part of science instruction for elementary students.
The project will develop and research a new Mixed Reality environment (MR), called GEM-STEP, that leverages play and embodiment as resources for integrating computational modeling into the modeling cycle as part of science instruction for elementary students.
This project is designing digital games for middle school students that will help them prepare for success in Algebra. The games are intended to help students gain a deep understanding of measurement and fraction concepts that are critical as they begin to learn algebra. The project studies students' development of fraction concepts, their engagement in the tasks, and the use of hand-held devices as a useful platform for games.
As part of a SAVI, researchers from the U.S. and from Finland will collaborate on investigating the relationships between engagement and learning in STEM transmedia games. The project involves two intensive, 5 day workshops to identify new measurement instruments to be integrated into each other's research and development work. The major research question is to what degree learners in the two cultures respond similarly or differently to the STEM learning games.
This project addresses a major educational barrier, namely that rural students are less likely to choose a major in STEM and have far less access to advanced STEM courses taught by highly qualified teachers. The LogicDataScience (LogicDS) curriculum and virtual delivery are expected to relieve the resource constraints significantly and thus reach rural students. The strategy behind this curriculum development for data science explores the utility of emphasizing how the foundations of data science in computing, mathematics, and statistics are unified by mathematical logic. The project is studying the impacts of the new curriculum on students’ learning of computing, mathematics, and statistics.
This project addresses a major educational barrier, namely that rural students are less likely to choose a major in STEM and have far less access to advanced STEM courses taught by highly qualified teachers. The LogicDataScience (LogicDS) curriculum and virtual delivery are expected to relieve the resource constraints significantly and thus reach rural students. The strategy behind this curriculum development for data science explores the utility of emphasizing how the foundations of data science in computing, mathematics, and statistics are unified by mathematical logic. The project is studying the impacts of the new curriculum on students’ learning of computing, mathematics, and statistics.
This project will convene stakeholders in STEM and early childhood education to discuss better integration of STEM in the early grades. PIs will begin with a phase of background research to surface critical issues in teaching and learning in early childhood education and STEM. A number of reports will be produced including commissioned papers, vision papers, and a forum synthesis report.
This project will develop and study a curriculum and app that support computational thinking (CT) in a high school biology unit. The project will engage students in rich data practices by gathering, manipulating, analyzing, simulating, and visualizing data of bioelectrical signals from neural sensors, and in so doing give the students opportunities to apply CT principles.
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 collect datasets of collaborative learning for computer science in diverse upper elementary school classrooms; design, develop, and iteratively refine its intelligent virtual learning companions; and 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.