This project will explore the learning of mathematics through architectural tasks in an online simulation game, E-Rebuild. In the game-based architectural simulation, students will be able to complete tasks such as building and constructing structures while using mathematics and problem solving. The project will examine how to collect data about students' learning from data generated as they play the game, how students learn mathematics using the simulation, and how the simulation can be included in middle school mathematics learning.
Projects
This project will examine the impact on mathematics learning of an initiative to provide kindergartners in an urban school district with personal tablet devices that include free, widely available digital mathematics resources. The research questions examine how teachers use table-based mathematics resources during instruction, how caregivers and children engage with table-based mathematics resources, and how the resources then relate to kindergartners mathematics learning.
This project is focused on the work and learning of teachers as they engage youth from underrepresented groups in studying chemistry as a subject relevant to heavy metal contamination in their neighborhoods. The project will position Chicago teachers and students as Change Makers who are capable of addressing the crises of inequity in science education and environmental contamination that matter deeply to them, while simultaneously advancing their own understanding and expertise. The project will examine the malleable factors affecting the ability of teachers to engage underrepresented students in innovative urban citizen science projects with a focus on the synergistic learning that occurs as teachers, students, scientists, and community members work together on addressing complex socio-scientific issues.
This project lays the foundation and framework for enabling digital, multimodal tactile graphics on touchscreens for individuals with visual impairments (VI). Given the low-cost, portability, and wide availability of touchscreens, this work promotes the use of vibrations and sounds on these readily available platforms for addressing the graphical access challenge for individuals with VI. An open-source vibration library has been created and fundamental perceptual building blocks (e.g.\ shapes, lines, critical points, line width and gaps, etc.) guiding how basic graphical components should be rendered on these platforms is being disseminated.
This project lays the foundation and framework for enabling digital, multimodal tactile graphics on touchscreens for individuals with visual impairments (VI). Given the low-cost, portability, and wide availability of touchscreens, this work promotes the use of vibrations and sounds on these readily available platforms for addressing the graphical access challenge for individuals with VI. An open-source vibration library has been created and fundamental perceptual building blocks (e.g.\ shapes, lines, critical points, line width and gaps, etc.) guiding how basic graphical components should be rendered on these platforms is being disseminated.
This project lays the foundation and framework for enabling digital, multimodal tactile graphics on touchscreens for individuals with visual impairments (VI). Given the low-cost, portability, and wide availability of touchscreens, this work promotes the use of vibrations and sounds on these readily available platforms for addressing the graphical access challenge for individuals with VI. An open-source vibration library has been created and fundamental perceptual building blocks (e.g.\ shapes, lines, critical points, line width and gaps, etc.) guiding how basic graphical components should be rendered on these platforms is being disseminated.
This project lays the foundation and framework for enabling digital, multimodal tactile graphics on touchscreens for individuals with visual impairments (VI). Given the low-cost, portability, and wide availability of touchscreens, this work promotes the use of vibrations and sounds on these readily available platforms for addressing the graphical access challenge for individuals with VI. An open-source vibration library has been created and fundamental perceptual building blocks (e.g.\ shapes, lines, critical points, line width and gaps, etc.) guiding how basic graphical components should be rendered on these platforms is being disseminated.
The goal of this project is to improve the implementation of rigorous instructional materials in middle-grades mathematics at scale through a system of practical measures and routines for collecting and using data that both assesses and supports implementation.
This project will study five elementary STEM schools from across the U.S. that are inclusive of students from underrepresented groups in order to determine what defines these schools and will use an iterative case study replication design to study the design and implementation of five exemplary eSTEM schools with the goal of developing a logic model that highlights the commonalities in core components and target outcomes across the schools, despite the different school contexts.
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.
The objective of this project is to develop a toolkit of resources and practices that will help inservice middle grades mathematics teachers support mathematical argumentation throughout the school year. A coherent, portable, two-year-long professional development program on mathematical argumentation has the potential to increase access to mathematical argumentation for students nationwide and, in particular, to address the needs of teachers and students in urban areas.
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 CAREER proposal has four objectives: 1) examine the nature of mathematics teachers' learning opportunities for instructional improvement, 2) examine how work contexts influence the quality of teacher learning opportunities, 3) examine the impact of teacher learning opportunities on changes in student mathematics achievement over four years, and 4) work with district and school administrators to promote instructional improvement and student achievement by effectively providing learning opportunities to mathematics teachers.
This project will document factors explaining variations in science achievement across schools enrolling ethnically and linguistically diverse students. The research question is: what leadership and organizational features at the school level are associated with mitigating science achievement gaps? At the conclusion of the five-year project, the findings will take the form of recommendations about leadership practices and school organization that can be implemented in other school settings.
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 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.
The research and educational activities of this project focus on advancing the field in the area of fraction operation algorithm development. The goal of this research is to identify core mathematical teaching practices that engage and support students in algorithmic thinking associated with fraction operations. The educational product of this work will be written educational materials that can be used to support the general population of teachers in this domain.
This project will contribute to the understanding of how high school physics can have a positive impact on students' self-perceptions, impacting important educational outcomes in this subject matter. Its focus is on the development of a positive physics identity (self-perceptions with respect to physics in terms of competence, performance, interest, and recognition by others) among high school students, particularly females, as a means to increase current and future engagement with the subject.
This research project aims to explore and understand how geographic information systems (GIS) can be used to promote and teach spatial thinking and social science inquiry skills. It addresses the research question: What are effective teaching practices using GIS to teach spatial thinking and social science inquiry in middle-school and undergraduate classrooms? This program will study the effectiveness of teaching practices for social science instruction with GIS in urban public schools for specific learning objectives.
This project hypothesizes that learners must have access to the real work of scientists if they are to learn both about the nature of science and to do inquiry themselves. It explores the question "How can informal science education institutions best design resources to support teachers, school administrators, and families in the teaching and learning of students to conduct scientific investigations and better understand the nature of science?"
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.
The goal of this project is to accelerate the progress of early-career and pre-service science teachers from novice to expert-like pedagogical reasoning and practice by developing and studying a system of discourse tools. The tools are aimed at developing teachers' capabilities in shaping instruction around the most fundamental science ideas; scaffolding student thinking; and adapting instruction to diverse student populations by collecting and analyzing student data on their thinking levels.
This project is developing and conducting research on the Cohort Model for addressing the mathematics education of students that perform in the bottom quartile on state and district tests. The predicted outcome is that most students will remain in the cohort for all four years and that almost all of those who do will perform well enough on college entrance exams to be admitted and will test out of remedial mathematics courses.
Building Base Line Objectives for Children’s Knowledge Skills for Science (BLOCKS)is a 4-year project that integrates research and applied teaching to take a close look inside prekindergarten classrooms. The overall research project includes extensive classroom observation by teachers and researchers of children’s ability to learn science processes and content; intensive professional development and mentoring support for teachers to learn science; and multiple qualitative, as well as, quantitative assessment strategies.
The project describes and analyzes efforts made between 2002 and 2008 when the Chicago Public Schools (CPS) was clearly engaged in a process of systemic reform of K-12 math and science education aimed at improving students' and teachers' classroom experiences and academic performance. http://www.luc.edu/scaleup/index.php