This project is developing a series of print and web resource guides in science and mathematics based on curriculum topic study (CTS), an approach developed and tested successfully. CTS is used to provide a systematic way of intellectually engaging K-12 mathematics and science teachers with national standards and cognitive research. It is used to engage teachers in thought and discussion about both content and appropriate ways of teaching that content.
Projects
This project is demonstrating the use of cyber-enabled technologies to build and share adaptable interventions for pre- and in-service teacher growth that effectively make use of major video collections and have high promise of success at multiple sites. The cyber infrastructure being significantly extended through this project is supporting development and documentation of additional interventions for teacher professional development using this video collection, as well as other videos that might be added in the future.
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.
This project is developing new instructional materials for middle school earth science classes that incorporate emerging cyber-enabled technologies such as Google Earth as a transformative data analysis tool. The materials emphasize the use of claims, evidence, and reasoning in the exploration of volcanoes, earthquakes, and plate tectonics, leading students through a process of discovery to help them build a deeper understanding of the driving forces and resulting manifestations of plate tectonics.
This project explores the potential of information and communications technologies (ICT) as cognitive tools for engaging students in scientific inquiry and for enhancing teacher learning. A comprehensive professional development program of over 240 hours, along with follow-up is used to determine how teachers can be supported to use ICT tools effectively in classroom instruction to create meaningful learning experiences for students, reduce the gap between formal and informal learning, and improve student learning outcomes.
This project investigated the professional development needed to make teachers comfortable teaching with multi-user simulations and communications that students use every day. The enactment with OpenSim (an open source, modular, expandable platform used to create simulated 3D spaces with customizable terrain, weather and physics) also provides an opportunity to demonstrate the level of planning and preparation that go into fashioning modules with all selected cyber-enabled cognitive tools framed by constructivism, such as GoogleEarth and Biologica.
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 project evaluates the benefits of using different types of place-based ecological data in high school science classrooms. This project will assess the use of first-hand (collected by students) and real-time second-hand data in teaching science and critical thinking skills. The guiding question for the project is "Does using place-based, first-hand ecological evidence, and relating that to place-based, second-hand data, improve students' environmental science literacy, nature of science understanding, and knowledge of ecological concepts?"
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 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.
This project will develop an integrated, justice-oriented curriculum and a digital platform for teaching secondary students about data science in science and social studies classrooms. The platform will help students learn about data science using real-world data sets and problems. This interdisciplinary project will also help students meaningfully analyze real-world data sets, interpret social phenomena, and engage in social change.
This project will design and develop a new K-12 classroom observation protocol for integrated STEM instruction (STEM-OP). The STEM-OP will inform the instruction of integrated STEM in many contexts with the goal of improving integrated STEM education.
This project will design and develop a new K-12 classroom observation protocol for integrated STEM instruction (STEM-OP). The STEM-OP will inform the instruction of integrated STEM in many contexts with the goal of improving integrated STEM education.
This project will design and develop a new K-12 classroom observation protocol for integrated STEM instruction (STEM-OP). The STEM-OP will inform the instruction of integrated STEM in many contexts with the goal of improving integrated STEM education.
This project will address the need for engineering resources by applying an innovative pedagogy called Imaginative Education (IE) to create middle school engineering curricula. In IE, developmentally appropriate narratives are used to design learning environments that help learners engage with content and organize their knowledge productively. This project will combine IE with transmedia storytelling.
This project will address the need for engineering resources by applying an innovative pedagogy called Imaginative Education (IE) to create middle school engineering curricula. In IE, developmentally appropriate narratives are used to design learning environments that help learners engage with content and organize their knowledge productively. This project will combine IE with transmedia storytelling.
Networked Improvement Communities (NICs) are a structure for redefining the relationship between education research and development and practice so as to more effectively address real problems in order to produce knowledge that can meaningfully contribute to improvement. This project provides an opportunity to learn how best to implement NIC principles so as to realize their potential to support STEM initiatives.
This project will address the potential positive and negative impacts of using 360-degree video for bridging the gap between theory and practice in mathematics instruction by investigating how preservice teachers' tacit and explicit professional knowledge are facilitated using immersive video technology and annotations.
This project investigates how vignette illustrations minimize the impact of limited English proficiency on student performance in science tests. Different analyses will determine whether and how ELL and non-ELL students differ significantly on the ways they use vignettes to make sense of items; whether the use of vignettes reduces test-score differences due to language factors between ELL and non-ELL students; and whether the level of distance of the items moderates the effectiveness of vignette-illustrated items.
The project will establish a sustained community of practice for high school teachers skilled in the VisChem Approach and a group of new teaching and research scholars with expertise in building conceptual understanding through the effective use of visualization. The project will help students move from describing phenomena to explaining their causes from a molecular-level perspectives (e.g., carbon dioxide in climate change, DNA changes in genetically modified organisms).
This project explores how classroom conversations can engage children in making sense of the problems that they are addressing and foregrounding ethics while making design decisions. To provide children with opportunities to engage in rich classroom conversations, the project team uses a community-based engineering curricular approach, where students address problems that affect their local school communities.
This project explores how classroom conversations can engage children in making sense of the problems that they are addressing and foregrounding ethics while making design decisions. To provide children with opportunities to engage in rich classroom conversations, the project team uses a community-based engineering curricular approach, where students address problems that affect their local school communities.
One significant challenge facing elementary STEM education is the varied preparation of English-language learners. The project addresses this with an innovative use of engineering curriculum to build on the English-language learners' prior experiences. The project will support teachers' learning about strategies for teaching English-language learners and using engineering design tasks as learning opportunities for mathematics, science and communication skills.
This project will create a portable training system that can be easily deployed in middle grades (5th-7th grade) as a prototype for increasing students' spatial reasoning skills. The project will study gender differences in spatial reasoning and examine how learning experiences can be designed to develop spatial skills using Minecraft as a platform.
This project is developing a model for integrating best practices in technology-supported instructional design and formative assessment for genetics instruction in upper elementary, middle and high school. Using the Web-based Inquiry Science Environment platform, the project is developing school curriculum that scaffold and model scientific practices, enable students to interface with real-world problems, provide opportunities for students to make connections between visible phenomena and underlying genetic processes, and promote student monitoring and reflection on learning.