English Language Learners

Learning Trajectories as a Complete Early Mathematics Intervention: Achieving Efficacies of Economies at Scale

The purpose of this project is to test the efficacy of the Learning and Teaching with Learning Trajectories (LT2) program with the goal of improving mathematics teaching and thereby increasing young students' math learning. LT2 is a professional development tool and a curriculum resource intended for teachers to be used to support early math instruction and includes the mathematical learning goal, the developmental progression, and relevant instructional activities.

Lead Organization(s): 
Award Number: 
1908889
Funding Period: 
Mon, 07/01/2019 to Sun, 06/30/2024
Full Description: 

U.S. proficiency in mathematics continues to be low and early math performance is a powerful predictor of long-term academic success and employability. However, relatively few early childhood degree programs have any curriculum requirements focused on key mathematics topics. Thus, teacher professional development programs offer a viable and promising method for supporting and improving teachers' instructional approaches to mathematics and thus, improving student math outcomes. The purpose of this project is to test the efficacy of the Learning and Teaching with Learning Trajectories (LT2) program with the goal of improving mathematics teaching and thereby increasing young students' math learning. LT2 is a professional development tool and a curriculum resource intended for teachers to be used to support early math instruction. The LT2 program modules uniquely include the mathematical learning goal, the developmental progression, and relevant instructional activities. All three aspects are critical for high-quality and coherent mathematics instruction in the early grades.

This project will address the following research questions: 1) What are the medium-range effects of LT2 on student achievement and the achievement gap? 2) What are the short- and long-term effects of LT2 on teacher instructional approach, beliefs, and quality? and 3) How cost effective is the LT2 intervention relative to the original Building Blocks intervention? To address the research questions, this project will conduct a multisite cluster randomized experimental design, with 90 schools randomly assigned within school districts to either experimental or control groups. Outcome measures for the approximately 250 kindergarten classrooms across these districts will include the Research-based Elementary Math Assessment, observations of instructional quality, a questionnaire focused on teacher beliefs and practices, in addition to school level administrative data. Data will be analyzed using multi-level regression models to determine the effect of the Learning Trajectories intervention on student learning.

Case Studies of a Suite of Next Generation Science Instructional, Assessment, and Professional Development Materials in Diverse Middle School Settings

This project addresses a gap between vision and implementation of state science standards by designing a coordinated suite of instructional, assessment and teacher professional learning materials that attempt to enact the vision behind the Next Generation Science Standards. The study focuses on using state-of-the-art technology to create an 8-week long, immersive, life science field experience organized around three investigations.

Lead Organization(s): 
Award Number: 
1907944
Funding Period: 
Mon, 07/01/2019 to Fri, 06/30/2023
Full Description: 

New state science standards are ambitious and require important changes to instructional practices, accompanied by a coordinated system of curriculum, assessment, and professional development materials. This project addresses a gap between vision and implementation of such standards by designing a coordinated suite of instructional, assessment and teacher professional learning materials that attempt to enact the vision behind the Next Generation Science Standards. The study focuses on the design of such materials using state-of-the-art technology to create an 8-week long, immersive, life science field experience organized around three investigations. Classes of urban students in two states will collect data on local insect species with the goal of understanding, sharing, and critiquing environmental management solutions. An integrated learning technology system, the Learning Navigator, draws on big data to organize student-gathered data, dialogue, lessons, an assessment information. The Learning Navigator will also amplify the teacher's role in guiding and fostering next generation science learning. This project advances the field through an in-depth exploration of the goals for the standards documents. The study begins to address questions about what works when, where, and for whom in the context of the Next Generation Science Standards.

The project uses a series of case studies to create, test, evaluate and refine the system of instructional, assessment and professional development materials as they are enacted in two distinct urban school settings. It is designed with 330 students and 22 teachers in culturally, racially and linguistically diverse, under-resourced schools in Pennsylvania and California. These schools are located in neighborhoods that are economically challenged and have students who demonstrate patterns of underperformance on state standardized tests. It will document the process of team co-construction of Next Generation Science-fostering instructional materials; develop assessment tasks for an instructional unit that are valid and reliable; and, track the patterns of use of the instructional and assessment materials by teachers. The study will also record if new misconceptions are revealed as students develop Next Generation Science knowledge,  comparing findings across two diverse school locations in two states. Data collection will include: (a) multiple types of data to establish validity and reliability of educational assessments, (b) the design, evaluation and use of a classroom observation protocol to gather information on both frequency and categorical degree of classroom practices that support the vision, and (c) consecutive years of ten individual classroom enactments through case studies analyzed through cross-case analyses. This should lead to stronger and better developed understandings about what constitutes strong Next Generation Science learning and the classroom conditions, instructional materials, assessments and teacher development that foster it.

Developing an Online Game to Teach Middle School Students Science Research Practices in the Life Sciences Collaborative Research: Metcalf)

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.

Lead Organization(s): 
Award Number: 
1907398
Funding Period: 
Mon, 07/01/2019 to Fri, 06/30/2023
Full Description: 

The 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 Science, Technology, Engineering, and Math (STEM) literacy and pursuing STEM career pathways. Learners will take on the role of a scientist working at an ocean-floor research station, cut off from the surface due to a catastrophe. They must identify problems, design experiments, create models, and argue from evidence to lead the station to survival. Learners will be challenged with highly relevant, contemporary issues such as waste management, energy use/production/storage, and ecological sustainability in the setting of a fantastical story. Designed for Grades 5-8, the game will be playable in 30-minute segments and will work on Chromebooks and tablet computers. The game will involve 40 educators in a yearlong fellowship where they will become co-designers, steer the project to serve the diverse students they represent, learn about games in education, facilitate playtests in their classrooms, and report their experiences to peers. The resulting game, in English and Spanish, will be utilized by at least 162,000 students by the end of the project and hundreds of thousands more after the project is completed. The project will broaden access through digital distribution and minimal technology requirements, which will create a low-cost opportunity for students to engage in science practices, even in schools where time, equipment, or expertise are not available.

Learning progressions are the steps that students go through when they are learning about a topic. The project will research how learning progressions can provide a framework for educational game design. These progressions will be empirically derived from large audience game play data. The game can thus be designed to create personalized interventions for students to improve learning outcomes. Project research will use an approach called stealth assessment, which analyzes data from students' game behavior without requiring a disruption or intervention in the game activities. This project will use this approach for developing empirically validated understandings of how different students develop their science practices. Based on this research, the game will be revised to improve student learning by providing individualized feedback to each student.

Developing an Online Game to Teach Middle School Students Science Research Practices in the Life Sciences (Collaborative Research: Baker)

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.

Lead Organization(s): 
Award Number: 
1907437
Funding Period: 
Mon, 07/01/2019 to Fri, 06/30/2023
Full Description: 

The 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 Science, Technology, Engineering, and Math (STEM) literacy and pursuing STEM career pathways. Learners will take on the role of a scientist working at an ocean-floor research station, cut off from the surface due to a catastrophe. They must identify problems, design experiments, create models, and argue from evidence to lead the station to survival. Learners will be challenged with highly relevant, contemporary issues such as waste management, energy use/production/storage, and ecological sustainability in the setting of a fantastical story. Designed for Grades 5-8, the game will be playable in 30-minute segments and will work on Chromebooks and tablet computers. The game will involve 40 educators in a yearlong fellowship where they will become co-designers, steer the project to serve the diverse students they represent, learn about games in education, facilitate playtests in their classrooms, and report their experiences to peers. The resulting game, in English and Spanish, will be utilized by at least 162,000 students by the end of the project and hundreds of thousands more after the project is completed. The project will broaden access through digital distribution and minimal technology requirements, which will create a low-cost opportunity for students to engage in science practices, even in schools where time, equipment, or expertise are not available.

Learning progressions are the steps that students go through when they are learning about a topic. The project will research how learning progressions can provide a framework for educational game design. These progressions will be empirically derived from large audience game play data. The game can thus be designed to create personalized interventions for students to improve learning outcomes. Project research will use an approach called stealth assessment, which analyzes data from students' game behavior without requiring a disruption or intervention in the game activities. This project will use this approach for developing empirically validated understandings of how different students develop their science practices. Based on this research, the game will be revised to improve student learning by providing individualized feedback to each student.

Developing an Online Game to Teach Middle School Students Science Research Practices in the Life Sciences (Collaborative Research: Gagnon)

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.

Award Number: 
1907384
Funding Period: 
Mon, 07/01/2019 to Fri, 06/30/2023
Full Description: 

The 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 Science, Technology, Engineering, and Math (STEM) literacy and pursuing STEM career pathways. Learners will take on the role of a scientist working at an ocean-floor research station, cut off from the surface due to a catastrophe. They must identify problems, design experiments, create models, and argue from evidence to lead the station to survival. Learners will be challenged with highly relevant, contemporary issues such as waste management, energy use/production/storage, and ecological sustainability in the setting of a fantastical story. Designed for Grades 5-8, the game will be playable in 30-minute segments and will work on Chromebooks and tablet computers. The game will involve 40 educators in a yearlong fellowship where they will become co-designers, steer the project to serve the diverse students they represent, learn about games in education, facilitate playtests in their classrooms, and report their experiences to peers. The resulting game, in English and Spanish, will be utilized by at least 162,000 students by the end of the project and hundreds of thousands more after the project is completed. The project will broaden access through digital distribution and minimal technology requirements, which will create a low-cost opportunity for students to engage in science practices, even in schools where time, equipment, or expertise are not available.

Learning progressions are the steps that students go through when they are learning about a topic. The project will research how learning progressions can provide a framework for educational game design. These progressions will be empirically derived from large audience game play data. The game can thus be designed to create personalized interventions for students to improve learning outcomes. Project research will use an approach called stealth assessment, which analyzes data from students' game behavior without requiring a disruption or intervention in the game activities. This project will use this approach for developing empirically validated understandings of how different students develop their science practices. Based on this research, the game will be revised to improve student learning by providing individualized feedback to each student.

Young Mathematicians: Expanding an Innovative and Promising Model Across Learning Environments to Promote Preschoolers' Mathematics Knowledge

The goal of this design and development project is to address the critical need for innovative resources that transform the mathematics learning environments of preschool children from under-resourced communities by creating a cross-context school-home intervention.

Award Number: 
1907904
Funding Period: 
Mon, 07/01/2019 to Fri, 06/30/2023
Full Description: 

Far too many children in the U.S. start kindergarten lacking the foundational early numeracy skills needed for academic success. This project contributes to the goal of enhancing the learning and teaching of early mathematics in order to build a STEM-capable workforce and STEM-literate citizenry, which are both crucial to our nation's prosperity and competitiveness. Preparation for the STEM-workforce must start early, as young children's mathematics development undergirds cognitive development, building brain architecture, and supporting problem-solving, puzzling, and persevering, while strongly impacting and predicting future success in school. Preschool children from low socio-economic backgrounds are particularly at risk, as their mathematics knowledge may be up to a full year behind their middle-income peers. Despite agreements about the importance of mathematics-rich interactions for young children's learning and development, most early education teachers and families are not trained in evidence-based methods that can facilitate these experiences, making preschool learning environments (such as school and home) a critical target for intervention. The benefit of this project is that it will develop a robust model for a school-based intervention in early mathematics instruction. The model has the potential to broaden participation by providing instructional materials that support adult-child interaction and engagement in mathematics, explicitly promoting school-home connections in mathematics, and addressing educators' and families' attitudes toward mathematics while promoting children's mathematical knowledge and narrowing opportunity gaps.

The goal of this design and development project is to address the critical need for innovative resources that transform the mathematics learning environments of preschool children from under-resourced communities by creating a cross-context school-home intervention. To achieve this goal, qualitative and quantitative research methodologies will be employed, integrating data from multiple sources and stakeholders. Specifically, the project will: (1) engage in a materials design and development process that includes an iterative cycle of design, development, and implementation, collaborating with practitioners and families in real-world settings; (2) collect and analyze data from at least 40 Head Start classrooms, implementing the mathematics materials to ensure that the classroom and family mathematics materials and resources are engaging, usable, and comprehensible to preschoolers, teachers, and families; and (3) conduct an experimental study that will measure the impact of the intervention on preschool children's mathematics learning. The researchers will analyze collected data using hierarchical linear regression modeling to account for the clustering of children within classrooms. The researchers will also use a series of regression models and multi-level models to determine whether the intervention promotes student outcomes and whether it supports teachers' and families' positive attitudes toward mathematics.

Design Research on the Teaching and Learning of Conceptual Understanding in High School Chemistry Through the Use of Dynamic Visualizations of Physical and Chemical Changes

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).

Lead Organization(s): 
Award Number: 
1908121
Funding Period: 
Sun, 09/01/2019 to Sat, 08/31/2024
Full Description: 

This is a late-stage design and development proposal in the teaching strand which addresses the teaching and learning of chemistry at the secondary level, grades 10-12. There is a critical need to transform chemistry teaching and learning from an emphasis on description of phenomena to deep understanding consistent with the Next Generation Science Standards (NGSS). The project will establish a sustained community of practice of 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). With a focus on traditionally under-served groups including English Language Learners, the project will impact up to 80,000 high school chemistry students from a broad range of socioeconomic, geographic, and racial backgrounds.

This project will develop teachers' knowledge and skills to help their students build accurate molecular-level mental models to explain phenomena as opposed to the overemphasis on description with abstract symbolism and language. Three chemistry teacher cohorts (N = 64) will participate in intensive nstitutes to learn the research foundation and pedagogical moves for the VisChem approach. The approach uses carefully produced dynamic visualizations with teaching strategies informed by a cognitive learning model. Key to VisChem is communication of internal visualizations using storyboards (drawings with explanation) of chemical and physical changes. The project will use an iterative research design examining teacher and student learning in the Institutes and how they implement the learning in classrooms. Data collected will include teachers' storyboards, classroom videos, and pre/post student assessments. Evaluation will provide iterative feedback to incrementally improve the institutes during the project.

Teacher Professional Learning to Support Student Motivational Competencies During Science Instruction (Collaborative Research: Linnenbrink-Garcia)

This project will bring together a multi-disciplinary team of researchers and science teachers to identify a set of practices that science teachers can readily incorporate into their planning and instruction. The project will design, develop, and test a research-based professional learning approach to help middle school science teachers effectively support and sustain student motivational competencies during science instruction.

Lead Organization(s): 
Award Number: 
1813047
Funding Period: 
Sat, 09/01/2018 to Wed, 08/31/2022
Full Description: 

Science teachers identify fostering student motivation to learn as a pressing need, yet teacher professional learning programs rarely devote time to helping teachers understand and apply motivational principles in their instruction. This project will bring together a multi-disciplinary team of researchers and science teachers to identify a set of practices that science teachers can readily incorporate into their planning and instruction. The project will design, develop, and test a research-based professional learning approach to help middle school science teachers effectively support and sustain student motivational competencies during science instruction. The approach will include use of materials addressing student motivational processes and how to support them, evaluation tools to measure student motivational competencies, lesson planning tools, and instruments for teacher self-evaluation. The translation to practice will include recognition of student diversity and consider ways to facilitate context-specific integration of disciplinary and motivational knowledge in practice. The project will focus on middle school science classrooms because this period is an important motivational bridge between elementary and secondary science learning. This project will enhance understanding of teacher pedagogical content knowledge (PCK) in that it frames knowledge about supporting motivational competencies in science as PCK rather than general pedagogical knowledge.

This early stage design and development project will iteratively develop and study a model of teacher professional learning that will help middle school science teachers create, modify, and implement instruction that integrates support for students' motivational competencies with the science practices, crosscutting concepts, and disciplinary core ideas specified in science curriculum standards. A design-based research approach will be used to develop and test four resources teachers will use to explicitly include attention to student motivational competencies in their lesson planning efforts. The resources will include: 1) educational materials about students' motivational processes with concrete examples of how to support them; 2) easy-to-implement student evaluation tools for teachers to gauge students' motivational competencies; 3) planning tools to incorporate motivational practices into science lesson planning; and 4) instruments for teacher self-evaluation. A collaborative group of educational researchers will partner with science teachers from multiple school districts having diverse student populations to jointly develop the professional learning approach and resources. This project will contribute to systemic change by moving motivational processes from an implicit element of educating students, to an explicit and intentional set of strategies teachers can enact. Research questions will focus on how teachers respond to the newly developed professional learning model, and how students respond to instruction developed through implementing the model.

Using Technology to Capture Classroom Interactions: The Design, Validation, and Dissemination of a Formative Assessment of Instruction Tool for Diverse K-8 Mathematics Classrooms

This project will refine, expand, and validate a formative assessment tool called Math Habits Tool (MHT) for kindergarten through 8th grade classrooms. MHT is intended to capture and understand patterns of in-the-moment teacher-student and student-student classroom interactions in ways that can promote more equitable access to high quality math learning experiences for all students.

Lead Organization(s): 
Award Number: 
1814114
Funding Period: 
Sat, 09/15/2018 to Wed, 08/31/2022
Full Description: 

An important aspect of mathematics teaching and learning is the provision of timely and targeted feedback to students and teachers on the teaching and learning processes. However, many of the tools and resources focused on providing such feedback (e.g., formative assessment) are aimed at helping students. However, formative assessment of teaching can be equally transformative for teachers and school leaders and is a key component of improved teacher practice. This project will refine, expand and validate a formative assessment tool called Math Habits Tool (MHT) for kindergarten through 8th grade classrooms. MHT is intended to capture and understand patterns of in-the-moment teacher-student and student-student classroom interactions in ways that can promote more equitable access to high quality math learning experiences for all students. The tablet or computer-based tool is intended for use with teacher leaders, principals, coaches, and others interested in assessing teacher practice in a formative way.

This project will continue the development of the MHT through: (1) the integration of an access component; (2) analysis of videos collected during prior studies covering a diverse set of classrooms across the K-8 spectrum; (2) a validation study using validity-argument approach; and (3) the development, piloting, and refinement of professional development modules that will guide math educators, researchers, and practitioners in using the MHT effectively as a formative assessment of instruction. The revised MHT will be validated through analyses of video data from a range of K-8 classrooms with varying demographics and contexts such as socio-economic status, language backgrounds, gender, school settings (e.g., urban, rural, suburban), and race, with particular attention to increasing accessibility to mathematics learning by students who are traditionally underserved, including emergent bilingual students. The data analysis plan involves video coding with multiple checks on reliability, dimensionality analysis with optimal scaling, correlation analysis, and hierarchical linear modeling.

Supporting Teachers in Responsive Instruction for Developing Expertise in Science (Collaborative Research: Linn)

This project takes advantage of advanced technologies to support science teachers to rapidly respond to diverse student ideas in their classrooms. Students will use web-based curriculum units to engage with models, simulations, and virtual experiments to write multiple explanations for standards-based science topics. The project will also design planning tools for teachers that will make suggestions relevant research-proven instructional strategies based on the real-time analysis of student responses.

Partner Organization(s): 
Award Number: 
1813713
Funding Period: 
Sat, 09/01/2018 to Wed, 08/31/2022
Full Description: 

Many teachers want to adapt their instruction to meet student learning needs, yet lack the time to regularly assess and analyze students' developing understandings. The Supporting Teachers in Responsive Instruction for Developing Expertise in Science (STRIDES) project takes advantage of advanced technologies to support science teachers to rapidly respond to diverse student ideas in their classrooms. In this project students will use web-based curriculum units to engage with models, simulations, and virtual experiments to write multiple explanations for standards-based science topics. Advanced technologies (including natural language processing) will be used to assess students' written responses and summaries their science understanding in real-time. The project will also design planning tools for teachers that will make suggestions relevant research-proven instructional strategies based on the real-time analysis of student responses. Research will examine how teachers make use of the feedback and suggestions to customize their instruction. Further we will study how these instructional changes help students develop coherent understanding of complex science topics and ability to make sense of models and graphs. The findings will be used to refine the tools that analyze the student essays and generate the summaries; improve the research-based instructional suggestions in the planning tool; and strengthen the online interface for teachers. The tools will be incorporated into open-source, freely available online curriculum units. STRIDES will directly benefit up to 30 teachers and 24,000 students from diverse school settings over four years.

Leveraging advances in natural language processing methods, the project will analyze student written explanations to provide fine-grained summaries to teachers about strengths and weaknesses in student work. Based on the linguistic analysis and logs of student navigation, the project will then provide instructional customizations based on learning science research, and study how teachers use them to improve student progress. Researchers will annually conduct at least 10 design or comparison studies, each involving up to 6 teachers and 300-600 students per year. Insights from this research will be captured in automated scoring algorithms, empirically tested and refined customization activities, and data logging techniques that can be used by other research and curriculum design programs to enable teacher customization.

Project Videos

2020 STEM for All Video Showcase

Title: STRIDES: Customizing Online Curricula for Distance Learning

Presenter(s): Libby Gerard, Sarah Bichler, Phillip Boda, Allison Bradford, Emily Harrison, Jennifer King Chen, Jonathan Lim-Breitbart, Marcia Linn, & Korah Wiley

Pages

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