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.
Projects
This project is investigating the learning that can take place when elementary school students are directly involved in the collection, sense-making, and analysis of real, personally-meaningful data sets. The hypotheses of this work are that by organizing elementary statistics instruction around the study of physical activities, students will have greater personal engagement in data analysis processes and that students will also develop more robust understandings of statistical ideas.
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.
This project leverages curricular module development to design, develop, and test new cyberlearning modules that integrate multiple (circulation, respiration, and digestion) systems of the human body. The project aims to deepen science content knowledge, science inquiry skills, and model-based reasoning skills for high school biology students. The project will use simulations showing how individual systems function, how they work together, and how the integration of all three creates a dynamic and reactive biological system.
This project will address the question: In what ways can research on learning inform the design of interfaces and technology tools to be used by students accessing large scientific data bases? Oceans of Data will (1) conduct a systematic survey of the widely-dispersed research literature and (2) develop and disseminate a knowledge status report, a resource offering guidance for making these large scientific data bases accessible to and usable by high school science classes.
This project will develop a mathematics course for the fourth year of high school. The new course is being designed for students who will enter post-secondary education and will major in programs not requiring Calculus. The new course includes mathematics from a problem-solving or applications perspective, and serves as a bridge to college mathematics and statistics. Unit topics include functions, modeling, algebraic strategies, binomial distributions, and information processing.
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.
This project will address the question: In what ways can research on learning inform the design of interfaces and technology tools to be used by students accessing large scientific data bases? Oceans of Data will (1) conduct a systematic survey of the widely-dispersed research literature and (2) develop and disseminate a knowledge status report, a resource offering guidance for making these large scientific data bases accessible to and usable by high school science classes.
Colorado’s PhET project and Stanford’s AAALab will develop and study learning from interactive simulations designed for middle school science classrooms. Products will include 35 interactive sims with related support materials freely available from the PhET website; new technologies to collect real-time data on student use of sims; and guidelines for the development and use of sims for this age population. The team will also publish research on how students learn from sims.
This project integrates American Sign Language (ASL) into the life and physical sciences content of 9th-12th grade deaf or hard-of-hearing students. Project partners incorporate the use of the assistive technology in order to develop, research, and disseminate two interactive 3D dictionaries: Signing Life Science Dictionary (SLSD), and Signing Physical Science Dictionary (SPSD) with audio modes and approximately 750 standards-based terms in English and Spanish text that can be signed or listened to on demand.
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 conducts interdisciplinary research to advance understanding of embodied learning as it applies to STEM topics across a range of current technology-based learning environments (e.g., desktop simulations, interactive whiteboards, and 3D interactive environments). The project has two central research questions: How are student knowledge gains impacted by the degree of embodied learning and to what extent do the affordances of different technology-based learning environments constrain or support embodied learning for STEM topics?
This project is designing, developing, and studying an innovative model for professional development (PD) of teachers who use the Scratch computer programming environment to help their students learn computational thinking. The fundamental hypothesis of the project is that engagement in workshops and on-line activities of the ScratchEd professional development community will enhance teacher knowledge about computational thinking, their practice of design-based instruction, and their students' learning of key computational thinking concepts and habits of mind.
This project develops a series of interactive on-line games and investigates the effect these games have on increasing middle school science students' and teachers' knowledge and skills of scientific argumentation. There are four areas of argumentation addressed by the games: (1) understanding a claim, (2) judging the evidence about a claim based on type and quality (objectivity, reliability or validity), (3) analyzing the reasoning applied to the claim, and (4) evaluating the claim.
Doing science requires that students learn to create evidence-based arguments (EBAs), defined as claims connected to supporting evidence via premises. In this CAREER project, I investigate how argumentation ability can be enhanced among middle school students. The project entails theoretical work, instructional design, and empirical work, and involves 3 middle schools in northern Utah and southern Idaho.
The project designs and implements technologies that combine artificial intelligence in the form of intelligent tutoring systems with multimedia interfaces (i.e., an electronic science notebook and virtual labs) to support children in grades 4-5 learning science. The students use LEONARDO's intelligent virtual science notebooks to create and experiment with interactive models of physical phenomena.
This project will explore how new mobile and web-based technologies can support content-rich nomadic inquiry; that is, science inquiry that takes place on-the-go, across integrated K-12 formal and informal settings. Students will begin the inquiry process in the classroom using curricular activities and the Zydeco web software developed in the project to help define goals and questions and to design data collection strategies and categories for use on a field trip to an informal setting.
This project will design, develop, and test a virtual learning community (VLC) to enhance the ability of first- and fourth-grade teachers to provide mathematics education. The goal is to produce a prototype of a VLC for first- and fourth-grade Everyday Mathematics teachers that integrates three primary elements: (a) learning objects rooted in practice, such as lesson video, (b) community-building tools offered by the internet, and (c) focused content that drives teachers' professional learning in mathematics.
This project is developing and implementing a rigorous eighth grade physical science program that utilizes engineering design, LEGO™ robotics and mechanics, and a problem-based learning approach to teach mechanics, waves, and energy.
This project investigates the educational value of computer technologies for learning engineering. The project engages high school students to design, build, and evaluate an energy-efficient model house with the aid of computer simulation and design tools.
This project is developing and testing a prototype electronic teacher's guide for a 12-week genetics unit in the NSF-funded curriculum titled Foundation Science: Biology to determine how it impacts high school teachers' learning and practice. The electronic guide, which is based on an existing print guide, has a flexible design so that it anticipates and meets the curriculum planning and support needs of teachers with different knowledge/skills profiles.
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.
This project is developing a two-year, intensive professional development model to build middle-grades mathematics teachers’ knowledge and implementation of formative assessment. Using a combination of institutes, classroom practice, and ongoing support through professional learning communities and web-based resources, this model helps teachers internalize and integrate a comprehensive understanding of formative assessment into daily practice.
The goals of STEM instruction are to educate a populace that is scientifically and mathematically literate and who can solve real-world problems by applying science and mathematics. This exploratory project is designed to study the effectiveness of professional development focused on the integration of mathematics and science instruction, mediated by technology tools, to improve middle school teachers' ability to teach scientific inquiry and mathematical problem solving.
Math Pathways & Pitfalls lessons for students boost mathematics achievement for diverse students, including English Learners, English Proficient students, and Latino students. This project develops modules that increase teachers’ capacity to employ the effective and equitable principles of practice embodied by Math Pathways & Pitfalls and apply these practices to any mathematics lesson. This four-year project develops, field tests, and evaluates 10 online professional development modules.