Projects

09/01/2009

This project is conducting repeated randomized control trials of an approach to high school geometry that utilizes Dynamic Geometry (DG) software and supporting instructional materials to supplement ordinary instructional practices. It compares effects of that intervention with standard instruction that does not make use of computer drawing tools.

09/01/2014

This project will provide curricular and pedagogical support by developing and evaluating teacher-ready curricular Digital Internship Modules for Engineering (DIMEs). DIMES will be designed to support middle school science teachers in providing students with experiences that require students to use engineering design practices and science understanding to solve a real-world problem, thereby promoting a robust understanding of science and engineering, and motivating students to increased interest in science and engineering.

09/01/2011

This project is focused on creating, testing, refining, and studying a computer-based, individualized, interactive learning system for intermediate/middle school students or by teachers in classrooms. This learning system is called Individualized Dynamic Geometry Instruction and will contain four instructional modules in geometry and measurement that reflect the recommendations of the Common Core State Standards.

08/15/2009

SmartGraphs activities run in a web browser; there is no software to download or install. SmartGraphs allows students to interact with on-screen graphs to learn about linear equations, the motion of objects, population dynamics, global warming, or other STEM topics that use scatter plots or line graphs. Teachers and students may also use and share existing activities, which are released under a Creative Commons license (see http://www.concord.org/projects/smartgraphs#curriculum).

08/01/2008

The project draws upon intelligent tutoring and narrative-centered learning technologies to produce a suite of intelligent game-based learning environments for upper elementary school science students. The games explicitly model student knowledge and problem solving and dynamically customize feedback, advice, and explanation as appropriate. Unlike its predecessor, the platform is multi-user so it can support collaboration; offer dynamically generated feedback, advice, and explanation; and provide a pedagogical dashboard that generates student progress reports.

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.

08/01/2016

The project will develop, pilot, and validate eight discussion-oriented performance tasks that will be embedded in an online simulated classroom environment. The resulting research and development products could be used nationwide in teacher preparation and professional development settings to assess and develop teachers' ability to support classroom discussion in science and mathematics.

06/15/2019

This project will investigate how high school students can be supported in developing, organizing and using knowledge of atomic/molecular behavior to make sense of phenomena such as phase changes, atomic emmision spectra and dissolution. The project will study whether an innovative college level curriculum, "Chemistry, Life, the Universe and Everything" (CLUE) can be co-modified by teachers, chemists, and researchers to help students master these difficult concepts and connections.

09/01/2008

SRI International developed a formative assessment intervention that integrates classroom network technologies and contingent curriculum activities to help middle school teachers adjust instruction to improve student learning of Earth science concepts. The intervention was tested as part of a quasi-experimental study within an urban school district in Colorado that includes ethnically and economically diverse student populations. Findings indicate significant student learning gains for students in implementation classes as compared to students in comparison classes.

09/01/2014

The Internship-inator is an authorware system for developing and testing virtual internships in multiple STEM disciplines. In a virtual internship, students are presented with a complex, real-world STEM problem for which there is no optimal solution. Students work in project teams to read and analyze research reports, design and perform experiments using virtual tools, respond to the requirements of stakeholders and clients, write reports and present and justify their proposed solutions. 

09/01/2019

This project will use an alternative model for online videos to develop video units that feature the unscripted dialogue of pairs of students. The project team will create a repository of 6 dialogic mathematics video units that target important Algebra 1 and 2 topics for high school and upper middle school students, though the approach can be applied to any STEM topic, for any age level.

08/01/2021

The Common Core State Standards for Mathematics (CCSSM) problem-solving measures assess students’ problem-solving performance within the context of CCSSM math content and practices. This project expands the scope of the problem-solving measures use and score interpretation. The project work advances mathematical problem-solving assessments into computer adaptive testing. Computer adaptive testing allows for more precise and efficient targeting of student ability compared to static tests.

08/01/2021

The Common Core State Standards for Mathematics (CCSSM) problem-solving measures assess students’ problem-solving performance within the context of CCSSM math content and practices. This project expands the scope of the problem-solving measures use and score interpretation. The project work advances mathematical problem-solving assessments into computer adaptive testing. Computer adaptive testing allows for more precise and efficient targeting of student ability compared to static tests.

07/01/2019

This project will develop and research AquaLab 9, an online video game to engage middle school students in learning science research practices in life sciences content. By engaging in science research practices, students will develop intellectual skills that link directly to many state academic standards and are important for developing STEM literacy and pursuing STEM career pathways.

07/01/2019

This project will develop and research AquaLab 9, an online video game to engage middle school students in learning science research practices in life sciences content. By engaging in science research practices, students will develop intellectual skills that link directly to many state academic standards and are important for developing STEM literacy and pursuing STEM career pathways.

07/01/2019

This project will develop and research AquaLab 9, an online video game to engage middle school students in learning science research practices in life sciences content. By engaging in science research practices, students will develop intellectual skills that link directly to many state academic standards and are important for developing STEM literacy and pursuing STEM career pathways.

07/15/2018

This project will support students to develop evidence-based explanations for the impact of disturbances on complex systems. The project will focus on middle school environmental science disciplinary core ideas in life, Earth, and physical sciences and serve as a starting point for supporting students to coordinate different sources of information to parse out the direct and indirect effects of disturbances on components of a system and to examine the interconnections between components to predict whether a system will return to equilibrium (resilience) or the system will change into a new state (hysteresis).

08/15/2011

This project is developing a model for integrating best practices in technology-supported instructional design and formative assessment for genetics instruction in upper elementary, middle and high school. Using the Web-based Inquiry Science Environment platform, the project is developing school curriculum that scaffold and model scientific practices, enable students to interface with real-world problems, provide opportunities for students to make connections between visible phenomena and underlying genetic processes, and promote student monitoring and reflection on learning.

07/15/2018

This project will address the need for engineering resources by applying an innovative pedagogy called Imaginative Education (IE) to create middle school engineering curricula. In IE, developmentally appropriate narratives are used to design learning environments that help learners engage with content and organize their knowledge productively. This project will combine IE with transmedia storytelling.

07/15/2018

This project will address the need for engineering resources by applying an innovative pedagogy called Imaginative Education (IE) to create middle school engineering curricula. In IE, developmentally appropriate narratives are used to design learning environments that help learners engage with content and organize their knowledge productively. This project will combine IE with transmedia storytelling.

07/01/2021

This project will develop an integrated, justice-oriented curriculum and a digital platform for teaching secondary students about data science in science and social studies classrooms. The platform will help students learn about data science using real-world data sets and problems. This interdisciplinary project will also help students meaningfully analyze real-world data sets, interpret social phenomena, and engage in social change.

09/01/2009

This project is developing software and curriculum materials in which data generated by students playing computer games form the raw material for mathematics classroom activities. Students play a short video game, analyze the game data, conjecture improved strategies, and test their strategies in another round of the game.

09/01/2009

The Data Games project has developed software and curriculum materials in which data generated by students playing computer games form the raw material for mathematics classroom activities. Students play a short video game, analyze the game data, develop improved strategies, and test their strategies in another round of the game.

09/01/2011

CyberSTEM is developing and testing an integrated digital gaming network that spans homes, schools, and informal learning settings, offering a suite of digital games based on cutting-edge discoveries in the life sciences. The project asks if participation in CyberSTEM leads to increased learning in six areas: interest in science, conceptual knowledge, scientific reasoning, reflection on knowing, participating in science, and identifying as a scientist. The target audience includes youth in grades 6-9.

09/01/2010

This project investigated the professional development needed to make teachers comfortable teaching with multi-user simulations and communications that students use every day. The enactment with OpenSim (an open source, modular, expandable platform used to create simulated 3D spaces with customizable terrain, weather and physics) also provides an opportunity to demonstrate the level of planning and preparation that go into fashioning modules with all selected cyber-enabled cognitive tools framed by constructivism, such as GoogleEarth and Biologica.