This project will create technology-enhanced classroom activities and resources that increase student learning of science practices in high school biology, chemistry, and physics. InquirySpace will incorporate several innovative technological and pedagogical features that will enable students to undertake scientific experimentation that closely mirrors current science research and learn what it means to be a scientist.
Projects
This professional development project engages a sample of kindergarten and 1st-grade teachers in a series of workshops, during which teachers will work individually and together to design and test new lesson plans that enhance teachers' abilities to help young children think and act like a scientist. Moreover, teachers work individually and together to construct lessons that connect science content to young learners' cultural backgrounds, interests and prior knowledge.
This project will investigate the potential benefits of interactive, dynamic visualization technologies in supporting science learning for middle school students, including ELLs. This project will identify design principles for developing such technology, develop additional ways to support student learning, and provide guidelines for professional development that can assist teachers in better serving linguistically diverse students. The project has the potential to transform traditional science instruction for all students, and to broaden their participation in science.
This project addresses the need for a computationally-enabled STEM workforce by equipping teachers with the skills necessary to prepare students for future endeavors as computationally-enabled scientists and citizens, and by investigating the most effective ways to provide this instruction to teachers. The project also addresses the immediate challenge presented by NGSS to prepare middle school science teachers to implement rich computational thinking experiences within science classes.
This project brings together teams of teachers, teacher educators, administrators, and researchers to inquire into the development of ambitious and equitable practices that support learning the scientific practices and creating scaffolds for the special language demands of the scientific practices, particularly for English Language Learners.
This project investigates stereotype threat at the classroom level and in the context of inquiry-based instruction, in order to develop strategies and a related professional development course, using the principles of Universal Design for Learning, to help teachers learn how to mitigate stereotype threat.
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.
This workshop addresses the need to connect a range of experts involved in game development and research to develop and disseminate best practices. The workshop will also establish a network hub where educators and developers can find tools for implementing game-based curricula. The project will bring together approximately 100 early contributors, including researchers, teachers, game designers and publishers, to inform the next phases of research, development, and production in the field of games and learning.
This project provides support for the U.S. National Commission on Mathematics Instruction, a primary means for ensuring U.S. participation in mathematics education at the international level. The project will facilitate interaction with mathematicians and mathematics educators from around the world as issues about instructional practices are addressed. The participation of representatives of USNC/MI on the international stage opens venues for collaborative research and opportunities to learn about successful practices from other countries.
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.
This is an efficacy study to determine if partnerships among formal and informal organizations demonstrate an appropriate infrastructure for improving science literacy among urban middle school science students. The study aims to answer the following questions: How does participation in the program affect students' science knowledge, skills, and attitudes toward science; teachers' science knowledge, skills, and abilities; and families engagement in and support for their children's science learning and aspirations?
This project will develop an online curriculum module for high school biology. It has three main goals: 1) Demonstrate how a story like malaria can integrate the teaching of multiple science topics and facilitate the diffusion of biodiversity and evolution across curriculum; 2) Model for students how to think like a scientist and show science as worthy of career consideration; and 3) Provide versatile multimedia as an alternative to textbook-centered instruction.
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 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.
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.
We developed and tested two ecology case study units for urban high school students underserved in their connection to nature. The case studies, based on digital media stories about current science produced by the American Museum of Natural History, use current scientific data to link ecological principles to daily life and environmental issues. Preliminary testing results show that treatment students made significantly higher gains than the control students on the project's major learning goals.
This project focuses on practicing and preservice secondary mathematics teachers and mathematics teacher educators. The project is researching, designing, and developing materials for preservice secondary mathematics teachers that enable them to acquire the mathematical knowledge and situated rationality central to teaching, in particular as it regards the leading of mathematical discussions in classrooms.
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.
This project is refining and testing two case study units on contemporary issues in ecology for urban middle and high school students underserved in their connection to nature. The case studies are based on two Science Bulletins, digital media stories about current science produced by the American Museum of Natural History (AMNH), which use current scientific data to link ecological principles to real-world environmental issues, and to link issues to human daily life.
This project is carrying out a research and development initiative to increase the success rates of our most at-risk high school students—ninth-grade students enrolled in algebra classes but significantly underprepared for high school mathematics. It will also result in new understandings about effective approaches for teaching mathematics to struggling students and about effective ways for implementing these approaches at scale, particularly in urban school districts.
This project is studying effects of linguistically sensitive science instructional materials by translating, enhancing, and evaluating culturally relevant and linguistically appropriate Collaborative Online Projects (originally written in Spanish) for middle school Spanish-speaking English Language Learners.
This project addresses the challenge “How can promising innovations be successfully implemented, sustained, and scaled in schools and districts in a cost effective manner?” Project partners are researching the expansion of an established preparation and induction support program for K-5 mathematics specialists into rural school systems.
This project will (1) identify the characteristics and needs of college-level target learners and their instructors with respect to evolution, (2) articulate the components for expanding the Understanding Evolution (UE) site to include an Undergraduate Lounge in which students and instructors will be able to access a variety of evolution resources, (3) develop a strategic plan for increasing awareness of UE, and (4) develop a strategic plan for maintenance and continued growth of the site.
This exploratory project seeks to understand the role that a network of tablet computers may play in elementary and middle school math and science classrooms. The project uses classroom observations, student interviews, teacher interviews, and student artifacts to identify the advantages and disadvantages of these resources, to understand what challenges and benefits they offer to teachers, and to offer recommendations for future hardware, software, and curriculum development.
This project is implementing a program of professional development for teachers and web interface that links scientists with urban classrooms. Scientist mentors work with students and teachers through the web to carry out an original "authentic" inquiry project in plant science. The classroom intervention involves high school biology students working in assigned teams to generate their own research questions in plant science centered on core biology concepts from the National Science Education Standards.