Projects

09/01/2009

This project is developing a system for producing automated professional mentoring while students play computer games based on STEM professions. The project explores a specific hypothesis about STEM mentoring: A sociocultural model as the basis of an automated tutoring system can provide a computational model of participation in a community of practice, which produces effective professional feedback from nonplayercharacters in a STEM learning game.

09/01/2014

The goal of this project is to help middle school students, particularly in rural and underserved areas, develop deep scientific knowledge and knowledge of the practices and routines of science. Research teams will develop an innovative learning environment called Bio-Sphere, which will foster learning of complex science issues through hands-on design and engineering.

08/01/2008

This project is developing an 8th-grade assessment for proportional reasoning from a cognitive diagnosis model (CDM) framework. CDMs are psychometric models developed specifically for diagnosing the presence or absence of fine-grained skills or processes required in solving problems on a test. Assessments based on CDMs can provide information deemed more diagnostic and descriptive, and therefore, more relevant in applied instructional settings.

07/01/2008

This project studies teaching practices in a year-long high school algebra course that integrates hand-held and other electronic devices. Of particular interest is how these technologies can support learners' capacity to efficiently and effectively draw on the distributed intelligences that technical and social networks make available. The investigation focuses on collaborative learning tasks centered on collective mathematical objects, such as functions, expressions, and coordinates that participants in a group must jointly manipulate through networked computers.

09/01/2016

This project will develop a comprehensive framework to inform and guide the analytic design of teacher professional development studies in mathematics. An essential goal of the research is to advance a science of teaching and learning in ways that traverse both research and education.

08/15/2010

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.

08/21/2008

The project addresses the relatively poor mathematics achievement of students who are not proficient in English. It includes research on how English language learners in beginning algebra classes solve math word problems with different text characteristics. The results of this research inform the development of technology-based resources to support ELLs’ ability to learn mathematics through instruction in English, including tutorials in math vocabulary, integrated glossaries, and interactive assistance with forming equations from word problem text.

09/01/2009

This project is developing, validating, and evaluating computer modeling-based formative assessments to improve student learning in chemistry. Activities include developing a series of computer models related to key topics in high school chemistry, developing questions to probe student understanding of matter and energy, identifying teaching and learning resources appropriate for different levels of student conceptual understanding, and developing professional development resources on integrating formative assessments into high school chemistry courses.

09/15/2008

This project focuses on the challenge of using assessment of relevant STEM content to improve K-12 teaching and learning. CLEAR takes advantage of new technologies and research findings to investigate ways that science assessments can both capture and contribute to cumulative, integrated learning of standards-based concepts in middle school courses. The project will research new forms of assessment that document students' accumulation of knowledge and also serve as learning events.

09/15/2008

This project is working to create a cyber infrastructure that supports development and documentation of additional interventions for teacher professional development using the video collection, as well as other videos that might be added in the future by teacher educators or researchers, including those working in other STEM domains.

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.

09/01/2009

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.

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.

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. 

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).

08/01/2014

This project will study the influence on positive student achievement and engagement (particularly among populations traditionally under-represented in computer science) of an intervention that integrates a computational music remixing tool -EarSketch- with the Computer Science Principles, a view of computing literacy that is emerging as a new standard for Advanced Placement and other high school computer science courses.

08/15/2010

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?

09/01/2014

This project  will develop a video recording and analysis system called VideoReView (VRV) that allows grade four science teachers to record, tag, and analyze video in their classroom in real time. The investigators will then study and enhance the system in the context of professional learning communities of teachers. 

10/01/2009

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. 

09/01/2011

This development and research project designs, develops, and tests a digital game-based learning environment for supporting, assessing and analyzing middle school students' conceptual knowledge in learning physics, specifically Newtonian mechanics. This research integrates work from prior findings to develop a new methodology to engage students in deep learning while diagnosing and scaffolding the learning of Newtonian mechanics.

09/01/2008

This project uses computer-based models of interacting organisms and their environments to support a learning progression leading to an appreciation of the theory of evolution and evidence that supports it. The project has created a research-based curriculum centered on progressively complex models that exhibit emergent behavior. The project will help improve the teaching of complex scientific topics and provide a reliable means of directly assessing students' conceptual understanding and inquiry skills.

09/01/2010

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.

08/15/2007

This project uses new psychometric techniques to create a technological tool that could evaluate how well students in the 4th-8th mathematics and science classrooms respond to complex performance tasks. The purpose of this tool is to improve the instruction of teachers in mathematics and science. It will produce real-time individualized diagnoses of instructional needs to help teachers plan instruction that specifically addresses the learning needs of each student in that class.

09/15/2009

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.

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.