Underrepresented Populations (General)

DIMEs: Immersing Teachers and Students in Virtual Engineering Internships

This project will provide curricular and pedagogical support by developing and evaluating teacher-ready curricular Digital Internship Modules for Engineering (DIMEs). DIMES will be designed to support middle school science teachers in providing students with experiences that require students to use engineering design practices and science understanding to solve a real-world problem, thereby promoting a robust understanding of science and engineering, and motivating students to increased interest in science and engineering.

Award Number: 
1417939
Funding Period: 
Mon, 09/01/2014 to Fri, 08/31/2018
Full Description: 

The Next Generation Science Standards (NGSS) outline the science competencies students should demonstrate through their K-12 years and represent a commitment to integrate engineering design into the structure of science education. However, achieving this new ideal of teaching and learning will require new curricular and pedagogical supports for teachers as well as new and time-efficient assessment methods. This project will provide such curricular and pedagogical support by developing and evaluating teacher-ready curricular Digital Internship Modules for Engineering (DIMEs). DIMES will be designed to support middle school science teachers in providing students with experiences that require students to use engineering design practices and science understanding to solve a real-world problem, thereby promoting a robust understanding of science and engineering, and motivating students to increased interest in science and engineering. The modules will also assess students' ability to apply their science knowledge in solving the engineering problem, thereby providing teachers with actionable data about the depth of their students' science and engineering understanding. The DIMEs will be environments where students work as interns at a simulated engineering firm. 

The Digital Internship Modules for Engineering will provide immersive experiences that simultaneously serve as learning and assessment opportunities. DIMEs will assess not only whether students understand NGSS science and engineering concepts, but also whether they can use them in the context of real-world problem solving. Teachers will orchestrate DIMEs using a custom-designed teacher interface that will show student work, auto-generated assessments, and reports on each student's learning progress. This project will build on prior work on NSF-funded computer-based STEM learning environments called epistemic games. Epistemic games are computer role-playing games that have been successfully used in both undergraduate engineering courses and informal settings for K-12 populations to teach students to think like STEM professionals, thereby preparing them to solve 21st century problems. The project will create six ten-day activities, two each in Physical Science, Life Science and Earth Science units that are typically taught in middle school. An iterative research and design process is used to conduct pilot tests of the six DIMEs in local classrooms, field test a beta version of each DIME with 15 teachers and up to 1500 students in national classrooms, and then implement final versions of each DIME in research trials with 30 teachers and up to 3000 students in national classrooms. By bringing cutting-edge developments in learning science and undergraduate engineering education to middle school STEM education, the project aims to improve educational practice, and enhance assessment of learning outcomes in middle school science classroom settings.

Computer Science in Secondary Schools (CS3): Studying Context, Enactment, and Impact

This project will examine the relationships among the factors that influence the implementation of the Exploring Computer Science (ECS), a pre-Advanced Placement curriculum that prepares students for further study in computer science. This study elucidates how variation in curricular implementation influences student learning and determines not only what works, but also for whom and under what circumstances.

Lead Organization(s): 
Award Number: 
1418149
Funding Period: 
Fri, 08/01/2014 to Tue, 07/31/2018
Full Description: 

Computational thinking is an important set of 21st century knowledge and skills that has implications for the heavily technological world in which we live. Multiple industries indicate the under supply of those trained to be effective in the computer science workforce. In addition, there are increasing demands for broadening the participation in the computer science workforce by women and members of minority populations. SRI International will examine the relationships among the factors that influence the implementation of the Exploring Computer Science (ECS), a pre-Advanced Placement curriculum that prepares students for further study in computer science. SRI will work in partnership with the ECS curriculum developers, teachers, and the nonprofit Code.org who are involved in the scaling of ECS. This study elucidates how variation in curricular implementation influences student learning and determines not only what works, but also for whom and under what circumstances.

SRI will conduct a pilot study in which they develop, pilot, and refine measures as they recruit school districts for the implementation study. The subsequent implementation study will be a 2 year examination of curriculum enactment, teacher practice, and evidence of student learning. Because no comparable curriculum currently exists, the study will examine the conditions needed to implement the ECS curriculum in ways that improve student computational thinking outcomes rather than determine whether the ECS curriculum is more effective than other CS-related curricula. The study will conduct two kinds of analyses: 1) an analysis of the influence of ECS on student learning gains, and 2) an analysis of the relationship between classroom-level implementation and student learning gains. Because of the clustered nature of the data (students nested within classrooms nested within schools), the project will use hierarchical linear modeling to examine the influence of the curriculum.

Changing Culture in Robotics Classroom (Collaborative Research: Shoop)

Computational and algorithmic thinking are new basic skills for the 21st century. Unfortunately few K-12 schools in the United States offer significant courses that address learning these skills. However many schools do offer robotics courses. These courses can incorporate computational thinking instruction but frequently do not. This research project aims to address this problem by developing a comprehensive set of resources designed to address teacher preparation, course content, and access to resources.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1418199
Funding Period: 
Mon, 09/01/2014 to Thu, 08/31/2017
Full Description: 

Computational and algorithmic thinking are new basic skills for the 21st century. Unfortunately few K-12 schools in the United States offer significant courses that address learning these skills. However many schools do offer robotics courses. These courses can incorporate computational thinking instruction but frequently do not. This research project aims to address this problem by developing a comprehensive set of resources designed to address teacher preparation, course content, and access to resources. This project builds upon a ten year collaboration between Carnegie Mellon's Robotics Academy and the University of Pittsburgh's Learning Research and Development Center that studied how teachers implement robotics education in their classrooms and developed curricula that led to significant learning gains. This project will address the following three questions:

1.What kinds of resources are useful for motivating and preparing teachers to teach computational thinking and for students to learn computational thinking?

2.Where do teachers struggle most in teaching computational thinking principles and what kinds of supports are needed to address these weaknesses?

3.Can virtual environments be used to significantly increase access to computational thinking principles?

The project will augment traditional robotics classrooms and competitions with Robot Virtual World (RVW) that will scaffold student access to higher-order problems. These virtual robots look just like real-world robots and will be programmed using identical tools but have zero mechanical error. Because dealing with sensor, mechanical, and actuator error adds significant noise to the feedback students' receive when programming traditional robots (thus decreasing the learning of computational principles), the use of virtual robots will increase the learning of robot planning tasks which increases learning of computational thinking principles. The use of RVW will allow the development of new Model-Eliciting Activities using new virtual robotics challenges that reward creativity, abstraction, algorithms, and higher level programming concepts to solve them. New curriculum will be developed for the advanced concepts to be incorporated into existing curriculum materials. The curriculum and learning strategies will be implemented in the classroom following teacher professional development focusing on computational thinking principles. The opportunities for incorporating computationally thinking principles in the RVW challenges will be assessed using detailed task analyses. Additionally regression analyses of log-files will be done to determine where students have difficulties. Observations of classrooms, surveys of students and teachers, and think-alouds will be used to assess the effectiveness of the curricula in addition to pre-and post- tests to determine student learning outcomes.

Centers for Learning and Teaching: Research to Identify Changes in Mathematics Education Doctoral Preparation and the Production of New Doctorates

This project will research the programmatic changes that resulted from the NSF investment in Centers for Learning and Teaching of Mathematics (CLT) at the 31 participating institutions. It will provide information on the core elements of doctoral preparation in mathematics education at the institutions and ways in which participation in the CLTs has changed their programs.

Lead Organization(s): 
Award Number: 
1434442
Funding Period: 
Fri, 08/01/2014 to Tue, 07/31/2018
Full Description: 

The quality of the mathematical education provided to teachers and ultimately to their students depends on the quality of teacher educators at the colleges and universities. For several decades, there has been a shortage of well-prepared mathematics teacher educators. Doctoral programs in mathematics education are the primary ways that these teacher educators learn the content and methods that they need to prepare teachers, but the quality of these programs varies and the number of qualified graduates has been insufficient to meet the demand.

This project will research the programmatic changes that resulted from the NSF investment in Centers for Learning and Teaching of Mathematics (CLT) at the 31 participating institutions. It will provide information on the core elements of doctoral preparation in mathematics education at the institutions and ways in which participation in the CLTs has changed their programs. It will also gather data on the number of doctorates in mathematics education from the CLT institutions prior to the establishment of the CLT and after their CLT ended. A comparison group of Doctoral granting institutions will be studied over the same time frame to determine the number of doctoral students graduated during similar time frames as the CLTs. Follow-up data from graduates of the CLTs will be gathered to identify programmatic strengths and weaknesses as graduates will be asked to reflect on how their doctoral preparation aligned with their current career path. The research questions are: What were the effects of CLTs on the production of new doctorates in mathematics education? What changes were made to doctoral programs in mathematics education by the CLT institutions? How well prepared were the CLT graduates for various career paths?

Designing Assessments in Physical Science Across Three Dimensions (Collaborative Research: Harris)

This is a collaborative project to develop, test, and analyze sets of technology-supported diagnostic classroom assessments for middle school (grades 6-8) physical science. Assessments are aligned with the performance assessment and evidence-centered design methodologies suggested in the Framework for K-12 Science Education (NRC, 2012).

Lead Organization(s): 
Award Number: 
1903103
Funding Period: 
Sun, 09/01/2013 to Sun, 06/30/2019
Full Description: 

This is a collaborative proposal among the University of Illinois at Chicago, Michigan State University, and SRI International to develop, test, and analyze sets of technology-supported diagnostic classroom assessments for middle school (grades 6-8) physical science. Assessments are aligned with the performance assessment and evidence-centered design methodologies suggested in the Framework for K-12 Science Education (NRC, 2012). The study focuses on the development of new measures of learning that take into account the interdependence of science content and practice. Two disciplinary core ideas--Matter and its Interactions, and Energy--and two scientific and engineering practices--Constructing Explanations and Designing Solutions, and Developing and Using Models--are used for this purpose.

The research questions are: (1) What are the characteristic features of science assessments based upon systematic application of the Evidence-Centered Design (ECD) assessment process?; (2) To what extent can assessment designs incorporate critical core idea, crosscutting concept and science/engineering practice dimensions in ways that both separate and integrate these dimensions as part of the design architecture?; (3) What is the evidence that the multiple dimensions of science learning (e.g., content, practices and crosscutting concepts) are separable and recoverable in the performance of students who respond to these assessments?; (4) How instructionally sensitive are these assessments? (i.e., Do they show differential and appropriate sensitivity to students' opportunity to learn science in ways consistent with the vision contained in the NRC Framework?); (5) What forms of evidence can be provided for the validity of these assessments using a multifaceted validity framework that takes into account both the interpretive and evidentiary components of a validity argument for these new assessments?; (6) What are the characteristics of assessments that best serve the needs of classroom teachers relative to a formative assessment process and in what ways do such assessments and scoring processes need to be designed to support effective teacher implementation?; and (7) What are the unique affordances and opportunities provided by technology in designing and implementing assessments focused on merging content & practices performance expectations?

Assessments are iteratively designed and administered in three school districts and a laboratory school in Florida and one school district in Wisconsin using the "Investigating and Questioning our World through Science and Technology" curriculum. The three school districts in Florida have classrooms that are using typical curriculum. The assessments will also be administered and tested with students in these classrooms. To address the research questions, the project conducts five major tasks: (1) development of assessment items using the ECD process to document and guide coherence of items; (2) an alignment study to review design patterns and task templates; (3) a cognitive analysis study to empirically investigate the extent to which the items elicit the intended guidelines; (4) three empirical studies, including (a) an early-stage testing with teachers (n=6) and students (n=180) in Year 1, (b) a pilot testing in Year 2 with teachers (n=12) and students (n=360), and (c) a main study in Year 3 with teachers (n=30) and students (n=900); and (5) a study to investigate the formative use of the assessment items using teacher focus groups' feedback and analysis of student performance data from previous studies.

Project outcomes are: (a) research-informed and field-tested assessment prototypes that measure students' thinking around the two physical science core ideas and the two scientific and engineering practices; (b) relevant data and procedures used in the studies; and (c) a framework for the formative use of the assessments, including guidelines, scoring rubrics, and criteria for assessment design decisions.

This project was previously funded under award #1316903.

Multimedia Engineering Notebook Tools to Support Engineering Discourse in Urban Elementary School Classrooms (Collaborative Research: Paugh)

This collaborative, exploratory, learning strand project focuses on improving reflective decision-making among elementary school students during the planning and re-design activities of the engineering design process. Five teacher researchers in three elementary schools provide the classroom laboratories for the study. Specified units from Engineering is Elementary, a well-studied curriculum, provide the engineering content.

Award Number: 
1316762
Funding Period: 
Thu, 08/01/2013 to Sun, 07/31/2016
Full Description: 

This collaborative, exploratory, learning strand project focuses on improving reflective decision-making among elementary school students during the planning and re-design activities of the engineering design process. Five teacher researchers in three elementary schools provide the classroom laboratories for the study. Specified units from Engineering is Elementary, a well-studied curriculum, provide the engineering content. In year one, the qualitative research observes student discourse as students develop designs. Based on the results, a paper engineering note book with prompts is designed for use in year two while a digital notebook is developed. In year three, the students use the digital notebook to develop their designs and redesigns.

The research identifies patterns of language that contribute to the reflective discourse and determines how the paper and electronic versions of the notebook improve the discourse. An advisory committee provides advice and evaluation. The notebooks are described in conference proceedings and made available online.

This work synthesizes what is known about the use of the notebooks in science and engineering education at the elementary school and investigates how to improve their use through digital media.

Assessing Student Engagement in Math and Science in Middle School: Classroom, Family, and Peer Effects on Engagement

The project will use a comprehensive mixed methods design to develop theoretically-grounded measures of student engagement in middle school math and science classes that reflect a multidimensional construct within an ethnically and socioeconomically diverse sample of urban youth. The project conceptualizes student engagement as a multidimensional construct including behavioral, emotional, and cognitive components. This multidimensional perspective of student engagement provides a rich characterization of how students act, feel, and think.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1315943
Funding Period: 
Sun, 09/01/2013 to Thu, 08/31/2017
Full Description: 

The proposed project uses a comprehensive mixed methods design to develop theoretically-grounded measures of student engagement in middle school math and science classes that reflect a multidimensional construct within an ethnically and socioeconomically diverse sample of urban youth. The project conceptualizes student engagement as a multidimensional construct including behavioral, emotional, and cognitive components. This multidimensional perspective of student engagement provides a rich characterization of how students act, feel, and think. The project has three aims which are to 1) develop reliable and valid measures of student engagement in middle school math and science classes for the use of teachers and researchers; 2) field test and validate these measures of student engagement in math and science classes; and 3) test a) whether classroom, peer, and family characteristics predict student engagement in math and science classes, which in turn, predicts their course enrollment patterns, academic achievement, and educational and career aspirations in math and science and b) whether these associations differ by gender, race, and socioeconomic status.

To meet these goals, the proposed project includes two studies. In study 1, twenty-five middle school students and 10 math and 10 science teachers participate in focus groups and individual interviews to inform the development of survey instruments in fulfillment of Aim 1. In study 2, 450 middle school students and their teachers and parents participate in a field study to test the psychometric quality of the newly developed instruments in fulfillment of Aims 2 and 3. The sample is recruited from four middle schools located in a socioeconomically and ethnically diverse community. Data to be collected includes information on math and science course enrollment, performance, educational and career aspirations, student engagement in math and science, and support from teachers, peers, and parents.

This project develops easily-administered and psychometrically sound instruments for teachers and researchers to assess student engagement in math and science classes, so they can identify groups of students who are at risk for disengagement and potentially turning away from STEM careers as a first step towards designing appropriate school interventions. It is anticipated that the project findings provide research-based solutions to some of the specific behaviors that influence youth motivation in math and science. Specifically, the project identifies family, peer, and classroom predictors and educational outcomes of student engagement in math and science classes that are amenable to future interventions, as well as examines differences in the relations between context, engagement, and educational outcomes by gender, race, and socioeconomic status. The study also yields information that can directly and immediately support teachers in the partner school districts to enhance the quality of math and science education. As findings are disseminated to math and science teachers, they are able to develop effective strategies to promote student engagement in math and science. This multidimensional approach will advance current scholarship and practice concerning middle school students' pursuit of math and science related fields.

Climate Change Narrative Game Education (CHANGE)

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.

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1316782
Funding Period: 
Sun, 09/15/2013 to Wed, 08/31/2016
Full Description: 

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. The goal of this project is to develop a place-based futuristic gaming simulation model that can easily extend to the other locales in other states, based on local climate change effects, local stakeholders, local economic and social effects to motivate the high school students in that area. CHANGE uses: (a) scientifically realistic text narratives about future Florida residents (text stories with local Florida characters, many years in the future based on GCC), (b) local, place-based approach grounded in west-central Florida Gulf Coast using scientific data, (c) a focus on the built environment, (d) simulations & games based on scientific data to help students learn principles of GCC so students can experience and try to cope with the potential long term effect of GCC via role-play and science-based simulation, and (e) a web-based eBook narrative where sections of narrative text alternate with simulations/computer games. The proposed project will work with 25 high school Marine Science teachers in 25 schools in Hillsborough County, Florida. The project delivers new research for instructional technologists and serious game developers regarding effective interface and usability design of intermedia narrative gaming-simulations for education.

This project employs and researches innovative models for delivering high school GCC education. GCC is a complex topic involving numerous factors and uncertainties making teaching this extremely important topic very difficult. The pioneering techniques proposed for this project will advance science education of GCC. It also will deliver new research for instructional technologists and serious game developers regarding effective interface and usability design of intermedia narrative gaming-simulations for education. Effective education is probably the most crucial part in our ability to cope with climate change. CHANGE will educate underserved low SES and minority high school students in Hillsborough County, and later elsewhere, with a model making GCC personally relevant to them.

Integrating Quality Talk Professional Development to Enhance Professional Vision and Leadership for STEM Teachers in High-Need Schools

This project expands and augments a currently-funded NSF Noyce Track II teacher recruitment and retention grant with Quality Talk (QT), an innovative, scalable teacher-facilitated discourse model. Over the course of four years, the work will address critical needs in physics and chemistry education in 10th through 12th grade classrooms by strengthening the capacity of participating teachers to design and implement lessons that support effective dialogic interactions.

Award Number: 
1316347
Funding Period: 
Mon, 07/15/2013 to Fri, 06/30/2017
Full Description: 

This project expands and augments a currently-funded NSF Noyce Track II teacher recruitment and retention grant with Quality Talk (QT), an innovative, scalable teacher-facilitated discourse model. It is hypothesized that the QT model will enhance pre- and in-service secondary teachers' development of professional vision and leadership skills necessary for 21st century STEM education. Over the course of four years, the work will address critical needs in physics and chemistry education in 10th through 12th grade classrooms in five of Georgia's high-need school districts by strengthening the capacity of participating teachers to design and implement lessons that support effective dialogic interactions. As a result of such interactions, students' scientific literacy will be enhanced, including their ability to participate in content-rich discourse (i.e., QT) through effective disciplinary critical-analytic thinking and epistemic cognition. The contributions of this project, beyond the tangible benefits for teacher and student participants, include the development, refinement, and dissemination of an effective QT intervention and professional developmental framework that the entire science education community can use to promote scientific literacy and understanding.

The project goals are being achieved through a series of three studies employing complementary methods and data sources, and a focus upon dissemination of the model in the final project year. The first two years of the project focus on developing and refining the curricular and intervention efficacy materials using design-based research methods. In Year 3, the project engages in a quasi-experimental study of the refined QT model, followed by further refinements before disseminating the materials both within Georgia and throughout the national science education community in Year 4. Quantitative measures of teacher and student discourse and knowledge, as well as video-coding and qualitative investigations of intervention efficacy, are being analyzed using multiple methods. In collaboration with, but independent from project staff and stakeholders, the participatory and responsive evaluation utilizes a variety of qualitative and quantitative methods to conduct formative and summative evaluation.

Over the course of four years, the project will involve the participation of approximately 32 teachers in Georgia whose students include substantive percentages from populations underrepresented in the STEM fields. In addition to advancing their own students' scientific literacy, these participating teachers receive professional development on how to train other teachers, outside of the project, in using QT to promote scientific literacy. Further, the project will conduct a QT Summit for educational stakeholders and non-participant teachers to disseminate the intervention and professional development model. Finally, the project team will disseminate the findings widely to applied and scholarly communities through a website with materials and PD information (http://www.qualitytalk.org), professional journals, conferences, and NSF's DRK-12 Resource Network. This project, with its focus on teacher leadership and the pedagogical content knowledge necessary to use discourse to promote student science literacy, significantly advances the nation's goals of producing critical consumers and producers of scientific knowledge.

Advancing Science Performance with Emerging Computer Technologies (ASPECT)

This project combines Unity (a cross-platform game engine and integrated development environment) with cutting-edge haptic technology to provide upper elementary students with a new way of accessing core science content. The core research question that undergirds this exploratory project is: How does the addition of haptic feedback influence users' understandings of core, often invisible, science content?

Partner Organization(s): 
Award Number: 
1316473
Funding Period: 
Sun, 09/01/2013 to Wed, 08/31/2016
Full Description: 

Advancing Science Performance with Emerging Computer Technologies (ASPECT) combines Unity (a cross-platform game engine and integrated development environment) with cutting-edge haptic technology to provide upper elementary students with a new way of accessing core science content, reaching beyond what is typically done in today's classrooms. Haptic feedback may engage embodied knowledge that would otherwise lie untapped. This affordance becomes important when one considers the invisible aspects that undergird many school science concepts (e.g. buoyancy, magnetism, and intermolecular forces.) Haptic interfaces provide learners access to invisible forces (often difficult or impossible to create in real-world scenarios) and may help fill gaps in an individual's chain of reasoning about abstract science content. The core research question that undergirds this exploratory project is: How does the addition of haptic feedback influence users' understandings of core, often invisible, science content?

The work is conducted by a cross disciplinary team from North Carolina State University, the Renaissance Computing Institute a local school system. The projecct includes experts in education, computer science, and art and design. The project uses an informant design approach; actively engaging children and local expert STEM teachers in the development and testing of simulations to help students learn about buoyancy, magnetism, and molecular forces emphasizing crosscutting concepts like cause and effect, systems, and energy. The simulations support student scientific inquiry with in-simulation cognitive tools including the just-in-time presentation of ancillary background information and a virtual science notebook planning tool.

Evaluation and testing includes focus groups with children and STEM teacher informants using low-tech versions of the simulations to elicit feedback on artwork, character features, storyboarded instructional sequences, and potential measures of performance and learning. Usability testing generates data on task performance (including success rate, completion time, and workload) user behavior, and user preference and feeds the iterative development process. Preliminary estimates of the impact are being made through a series of small-scale classroom-based pilot tests near the end of the design cycle for each simulation. These pilot studies employ a randomized pre-test-post-test control group research design with convenience samples of 40-60 grade 3-5 students each year. Participants are split into four groups (based on the haptic and visual rendering of the underlying forces being taught): none (just basic rendering of the objects in the simulation with no visual or haptic forces), visual rendering (including visualization of the forces involved), haptic rendering of forces (with no visualization of forces), and visual plus haptic rendering of forces. A mixed-methods approach is used to garner both quantitative and qualitative data regarding subjects' conceptions of the target content. Measures include open-ended questions, drawing tasks, concept mapping, objective close-ended questions, and retrospective probing.

A main thrust ASPECT is to lay the groundwork for a more inclusive cognitive model of how children integrate and use visual and haptic information in multisensory learning environments. The immediate product of ASPECT's exploratory work is the proof-of-concept that haptics can be successfully integrated with the Unity platform to build simulations that enhance and deepen upper elementary students' science learning. The study will also contribute to the development of design guidelines for the haptic-augmentation of science simulations that can be used by other researchers.

Pages

Subscribe to Underrepresented Populations (General)