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.
Projects
This project will study the design features of an experimental gaming environment called Arcadia: The Next Generation. Researchers working with a group of formal and informal educators to study the connections between scientific inquiry in Arcadia and STEM learning. The project provides a dynamic and evolving place where gamers, educators, parents, and citizen scientists can come together to share, rate, and build knowledge through a variety of fun science inquiry games.
This five-year project investigates how to provide continuous assessment and feedback to guide students' understanding during science inquiry-learning experiences, as well as detailed guidance to teachers and administrators through a technology-enhanced system. The assessment system integrates validated automated scorings for students' written responses to open-ended assessment items into the "Web-based Inquiry Science Environment" (WISE) program.
This project designs, develops, and tests coherent interdisciplinary instructional materials to support high school students' integrated understanding of the forces and energetics involved in interactions that occur between atoms and molecules, and explores how students' learning progresses across time. The project will be implemented in three Michigan school districts with students who traditionally do not succeed in science.
This project will iteratively design, develop, field test, refine, and rigorously study a six-unit, facilitated, online professional development (PD) course focusing on energy-related concepts in the context of alternative energy. The primary audience is high school science teachers teaching out of their field of endorsement and serving students underrepresented in the sciences. The project will investigate whether the PD will precipitate changes in teacher knowledge and practice that result in higher student achievement.
This project designs, constructs, and field-tests a web-based, online collaborative environment for supporting the teaching and learning of inquiry-based high school physics. Based on an interactive digital workbook environment, the team is customizing the platform to include scaffolds and other supports for learning physics, fostering interaction and collaboration within the classroom, and facilitating a design-based approach to scientific experiments.
This project is developing Core Math Tools, a suite of Java-based software including a computer algebra system (CAS), interactive geometry, statistics, and simulation tools together with custom apps for exploring specific mathematical or statistical topics. Core Math Tools is freely available to all learners, teachers, and teacher educators through a dedicated portal at the National Council of Teachers of Mathematics (NCTM) web site.
This 3-year project seeks to develop and test curricular resources built around handheld mobile technology to study how these materials foster urban middle school student engagement with and learning of local biodiversity and the patterns of evolution.
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.
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.
The goal of this Transforming STEM Learning project is to comprehensively describe models of 20 inclusive STEM high schools in five states (California, New Mexico, New York, Ohio, and Texas), measure the factors that affect their implementation; and examine the relationships between these, the model components, and a range of student outcomes. The project is grounded in theoretical frameworks and research related to learning conditions and fidelity of implementation.
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 is a Faculty Early Career Development project aimed at developing, implementing, and assessing a model that introduces novice elementary school teachers to community-based engineering design as a strategy for teaching and learning in urban schools. Reflective of the new Framework for K-12 Science Education, the model addresses key crosscutting concepts, disciplinary core ideas, and scientific and engineering practices. It builds on theoretical perspectives and empirical foundations, including situated learning, engineering design cognition, and children's resources and funds of knowledge, including cultural and linguistic diversity.
This project provides elementary teachers, grades 3-5 with a pedagogical framework and related resources for distinguishing quality science teaching. The study focuses on developing and testing a framework, the Quality Science Teaching Continuum (QSTC), to determine its capacity to serve as a potent formative and collaborative tool with which teachers can reflect on their science teaching practices and recognize student behaviors that are indicators of engagement and science learning.
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.
This exploratory project builds on twelve years of successful experience with the summer program for secondary mathematics teachers at PCMI. It addresses the following two needs in the field of professional development for secondary mathematics teachers: increase content knowledge and understanding of the Common Core State Standards for Mathematics; and investigate and develop alternative models to conduct content-based professional development that meets the recommendations of the MET-II report.
This is a four-year project to develop, implement, and study an experimental model of secondary science pre-service teacher education designed to prepare novice school teachers to provide effective science instruction to English language learners (ELLs). The project incorporates the principles underlying the Next Generation Science Standards with a focus on promoting students' scientific sense-making, comprehension and communication of scientific discourse, and productive use of language.
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.
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.
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.
This project is designing and conducting a crowd-sourced open innovation challenge to young people of ages 13-18 to mitigate levels of greenhouse gases. The goal of the project is to explore the extent to which the challenge will successfully attract, engage and motivate teen participants to conduct sustained and meaningful scientific inquiry across science, technology and engineering disciplines.
The goal of the project is to inform the development of an impact-based research methodology (IBR) to enable a more direct and overt connections between academic research on games and the development of educational products and services that are sustainable and scalable.
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).
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.
This project addresses the growing need for research to support teachers in developing expertise in responsive decision making in which teachers elicit and build on children's mathematical thinking in the midst of instruction.