Projects

08/01/2010

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.

07/15/2015

This project leverages an existing game by embedding tools for studying patterns of students' decision-making and problem solving in the environment. This allows researchers to understand how students learn about computational thinking within a tool that bridges informal and formal learning settings to engage a wide variety of students. The project will also develop tools and resources for classroom teachers.

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.

09/01/2009

This project is exploring how curricula and assessment using dynamic, interactive scientific visualizations of complex phenomena can ensure that all students learn significant science content. Dynamic visualizations provide an alternative pathway for students to understand science concepts, which can be exploited to increase the accessibility of a range of important science concepts. Computer technologies offer unprecedented opportunities to design curricula and assessments using visual technologies and to explore them in research, teaching, and learning.

08/01/2015

This project addresses a critical need, developing professional development materials to address the teachers of ELLs. The project will create resources to help teachers build ELLs' mathematical proficiency through the design and development of professional development materials building on visual representations (VRs) for mathematical reasoning across a range of mathematical topics.

07/15/2010

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.

09/15/2018

This project will refine, expand, and validate a formative assessment tool called Math Habits Tool (MHT) for kindergarten through 8th grade classrooms. MHT is intended to capture and understand patterns of in-the-moment teacher-student and student-student classroom interactions in ways that can promote more equitable access to high quality math learning experiences for all students.

09/01/2022

This project supports the development of a collaborative digital learning environment that embeds rich middle school mathematics tasks. The project aims to understand how students' individual and collaborative engagement in learning mathematics is enhanced by the digital platform, and how student engagement and learning is affected over the course of a year-long seventh grade course.

07/01/2021

This project takes advantage of language to help students form their own ideas and pursue deeper understanding in the science classroom. The project will conduct a comprehensive research program to develop and test technology that will empower students to use their ideas as a starting point for deepening science understanding. Researchers will use a technology that detects student ideas that go beyond a student's general knowledge level to adapt to a student's cultural and linguistic understandings of a science topic.

07/01/2021

This project takes advantage of language to help students form their own ideas and pursue deeper understanding in the science classroom. The project will conduct a comprehensive research program to develop and test technology that will empower students to use their ideas as a starting point for deepening science understanding. Researchers will use a technology that detects student ideas that go beyond a student's general knowledge level to adapt to a student's cultural and linguistic understandings of a science topic.

08/01/2019

This project aims to support stronger student outcomes in the teaching and learning of geometry in the middle grades through engaging students in animated contrasting cases of worked examples. The project will design a series of animated geometry curricular materials on a digital platform that ask students to compare different approaches to solving the same geometry problem. The study will measure changes in students' procedural and conceptual knowledge of geometry after engaging with the materials and will explore the ways in which teachers implement the materials in their classrooms.

09/01/2018

This project will develop and implement a working conference for scholars and practitioners to articulate current use cases and theories of action regarding the use of simulations in PreK-12 science and mathematics teacher education. The conference will be structured to provide opportunities for attendees to share their current research, theoretical models, conceptual views, and use cases focused on the design and use of digital and non-digital simulations for building and assessing K-12 science and mathematics teacher competencies.

09/01/2010

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.

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.

07/01/2015

This project will develop and study three week-long middle school lab units designed to teach spatial abilities using a blend of physical and virtual (computer-based) models. "ThinkSpace" labs will help students explore 3-dimensional astronomical phenomena in ways that will support both understanding of these topics and a more general spatial ability. Students will learn both through direct work with the lab unit interface and through succeeding discussions with their peers.

07/01/2015

This project will develop and study three week-long middle school lab units designed to teach spatial abilities using a blend of physical and virtual (computer-based) models. "ThinkSpace" labs will help students explore 3-dimensional astronomical phenomena in ways that will support both understanding of these topics and a more general spatial ability. Students will learn both through direct work with the lab unit interface and through succeeding discussions with their peers.

05/01/2018

This project proposes to design, implement, and investigate the impact on students of an innovative curriculum supplement called the Spectrum Laboratory. The Spectrum Lab will be an online, interactive learning environment that enables students to make use of the database of publicly available spectra from research scientists, as well as from students.

08/01/2023

This project aims to create and test an innovative educational approach for bringing STEM learning experiences to underserved youth. It will co-create and study an outdoor robotic-augmented playground called the “Smart Playground” and a corresponding series of classroom lessons. The Smart Playground will be co-designed with Latinx families and educators to engage children in developing computational thinking skills and learning about robotics in a physical environment using a culturally sustaining approach. Research and evaluation will examine whether exposure to the Smart Playground and corresponding classroom activities have an impact on the development of computational thinking in young children.

08/01/2023

This project aims to create and test an innovative educational approach for bringing STEM learning experiences to underserved youth. It will co-create and study an outdoor robotic-augmented playground called the “Smart Playground” and a corresponding series of classroom lessons. The Smart Playground will be co-designed with Latinx families and educators to engage children in developing computational thinking skills and learning about robotics in a physical environment using a culturally sustaining approach. Research and evaluation will examine whether exposure to the Smart Playground and corresponding classroom activities have an impact on the development of computational thinking in young children.

08/01/2023

This project aims to create and test an innovative educational approach for bringing STEM learning experiences to underserved youth. It will co-create and study an outdoor robotic-augmented playground called the “Smart Playground” and a corresponding series of classroom lessons. The Smart Playground will be co-designed with Latinx families and educators to engage children in developing computational thinking skills and learning about robotics in a physical environment using a culturally sustaining approach. Research and evaluation will examine whether exposure to the Smart Playground and corresponding classroom activities have an impact on the development of computational thinking in young children.

08/15/2010

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.

08/15/2010

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.

09/01/2014

Using design-based research, with teachers as design partners, the project will create and refine project-based, hands-on robotics curricula such that science and math content inherent in robotics and related engineering design practices are learned. To provide teachers with effective models to capitalize on robotics for elucidating science and math concepts, a design-based Professional Development program will be built using principles of technological, pedagogical, and content knowledge (TPACK).

09/01/2014

This project will develop curricula for environmental/geoscience disciplines for high-school classrooms. The Model My Watershed (MMW) v2 app will bring new environmental datasets and geospatial capabilities into the classroom, to provide a cloud-based learning and analysis platform accessible from a web browser on any computer or mobile device, thus overcoming the cost and technical obstacles to integrating Geographic Information System technology in secondary education.

09/01/2014

This project will develop curricula for environmental/geoscience disciplines for high-school classrooms. The Model My Watershed (MMW) v2 app will bring new environmental datasets and geospatial capabilities into the classroom, to provide a cloud-based learning and analysis platform accessible from a web browser on any computer or mobile device, thus overcoming the cost and technical obstacles to integrating Geographic Information System technology in secondary education.