Projects

10/01/2013

This project aims to engage students in meaningful scientific data collection, analysis, visualization, modeling, and interpretation. It targets grades 9-12 science instruction. The proposed research poses the question "How do learners conceive of and interact with empirical data, particularly when it has a hierarchical structure in which parameters and results are at one level and raw data at another?"

09/15/2013

This exploratory project helps high school students learn complex Global Climate Change (GCC) science by making it personally relevant and understandable. CHANGE creates a prototype curriculum, and integrates it into elective Marine Sciences high school courses. Research will examine the project's impact on student learning of climate science, student attitude toward science, and teacher instruction of climate science.

09/15/2013

This project is developing, iteratively refining and evaluating a science curriculum for Pre-K classrooms with units on Plant Growth, How Things Move, and What Makes Shadows by integrating traditional classroom resources (large and small group activities, hands-on activities, read-alouds) with digital media (touch screen tablets, photos and short videos, and games/simulations).

09/01/2013

This project explores the potential for enhancing students' interest and ability in STEM disciplines by broadening fourth grade students' understanding and interest in the spatial perspectives inherent in geography and other science disciplines. The project tests a set of hypotheses that posit that the use of GIS in the classroom results in a measureable improvement in students' spatial reasoning and motivation.

09/01/2013

This project combines Unity (a cross-platform game engine and integrated development environment) with cutting-edge haptic technology to provide upper elementary students with a new way of accessing core science content. The core research question that undergirds this exploratory project is: How does the addition of haptic feedback influence users' understandings of core, often invisible, science content?

08/15/2013

Social Dynamics is an exploratory project to investigate how face-to-face teaching leveraging the use of an online social network learning platform (SNLP) can increase middle school students' science learning and enhance their development of contextual identities related to science.

08/15/2013

This research and development project is premised on the notion that recent technological developments have made it feasible to represent classroom work in new ways. In addition to watching recorded videos of classroom interactions or reading written cases, teacher educators and teachers can now watch animations and image sequences, realized with cartoon characters, and made to depict activities that happened, or could have happened, in a mathematics classroom.

08/01/2013

This project aims to assist in the development and study of WeInvestigate, an application that will run on a mobile device. The application will help support learners as they engage in artifact construction using multiple media while two or more learners can be synchronously collaborating either face-to-face or at a distance. WeInvestigate is leveraging the research that learning in collaboration with others associated with higher engagement and learning outcomes.

08/01/2013

This collaborative, exploratory, learning strand project focuses on improving reflective decision-making among elementary school students during the planning and re-design activities of the engineering design process. Five teacher researchers in three elementary schools provide the classroom laboratories for the study. Specified units from Engineering is Elementary, a well-studied curriculum, provide the engineering content.

08/01/2013

This collaborative, exploratory, learning strand project focuses on improving reflective decision-making among elementary school students during the planning and re-design activities of the engineering design process. Five teacher researchers in three elementary schools provide the classroom laboratories for the study. Specified units from Engineering is Elementary, a well-studied curriculum, provide the engineering content.

08/01/2013

This exploratory proposal is researching and developing professional learning activities to help high school teachers use available and emerging social media to teach scientific argumentation. The project responds to the growing emphasis on scientific argumentation in new standards.

07/01/2013

The development of six curricular projects that integrate mathematics based on the Common Core Mathematics Standards with science concepts from the Next Generation Science Standards combined with an engineering design pedagogy is the focus of this CAREER project.

10/01/2012

Concord Consortium is exploring K-2 students' understanding of heat and temperature in two Massachusetts school districts using sensors that display temperatures as colors. Exploration activities are being created, and students are being videotaped carrying out the activities. Students complete a short assessment for each activity. The exploration activities, assessments, and project data are available via open source through a website at Concord Consortium and are being presented to multiple professional audiences.

10/01/2012

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.

10/01/2012

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.

10/01/2012

This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators.

10/01/2012

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.

10/01/2012

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.

10/01/2012

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.

10/01/2012

This project explores the potential of information and communications technologies (ICT) as cognitive tools for engaging students in scientific inquiry and for enhancing teacher learning. A comprehensive professional development program of over 240 hours, along with follow-up is used to determine how teachers can be supported to use ICT tools effectively in classroom instruction to create meaningful learning experiences for students, reduce the gap between formal and informal learning, and improve student learning outcomes.

09/15/2012

Ocean Tracks is developing and classroom testing powerful Web-based visualization and analysis tools derived from state-of-the-art knowledge about how to support student inquiry with data. Powerful Web-based visualization and analysis tools, derived from state-of-the-art knowledge about how to support student inquiry with data, allow students to learn and apply core concepts in ecology, biology, environmental science, earth science, oceanography, and climate science.

09/15/2012

Ocean Tracks is developing and classroom testing powerful Web-based visualization and analysis tools derived from state-of-the-art knowledge about how to support student inquiry with data. Powerful Web-based visualization and analysis tools, derived from state-of-the-art knowledge about how to support student inquiry with data, allow students to learn and apply core concepts in ecology, biology, environmental science, earth science, oceanography, and climate science.

09/15/2012

This study examines the impact of the newly revised Advanced Placement (AP) Biology and Chemistry courses on students' understanding of and ability to utilize scientific inquiry, on students' confidence in engaging in college-level material, and on students’ enrollment and persistence in college STEM majors. The project provides estimates of the impact of students' AP-course taking on their progress into postsecondary educational experiences and their intent to continue to prepare to be future engineers and scientists.

08/01/2012

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.

07/15/2012

The project at Spelman College includes activities that develop computational thinking and encourage middle school, African-American girls to consider careers in computer science. Over a three-year period, the girls attend summer camp sessions of two weeks where they learn to design interactive games. Experts in Computational Algorithmic Thinking as well as undergraduate, computer science majors at Spelman College guide the middle-school students in their design of games and exploration of related STEM careers.