Student Outcomes

Streams of Data: Nurturing Data Literacy in Young Science Learners (Collaborative Research: Kochevar)

This project will develop an approach to support fourth grade students' data literacy with complex, large-scale, professionally collected data sets. The work will focus on analytical thinking as a subset of data literacy, specifically evaluating and interpreting data. The project will teach students about working with geoscience data, which connect to observable, familiar aspects of the natural world and align with Earth science curriculum standards.

Partner Organization(s): 
Award Number: 
1906264
Funding Period: 
Mon, 07/01/2019 to Thu, 06/30/2022
Full Description: 

These skills are essential for working with scientific data sets, but educators know very little about how to prepare students for the issues involved in making appropriate inferences from data. The need is compounded by the fact that studies that exist have worked with data sets that students themselves collected, whereas the many electronic data sets, proliferating in the public domain, pose different challenges. This project will develop an approach to support fourth grade students' data literacy with complex, large-scale, professionally collected data sets. The work will focus on analytical thinking as a subset of data literacy, specifically evaluating and interpreting data. The project will teach students about working with geoscience data, which connect to observable, familiar aspects of the natural world and align with Earth science curriculum standards. An interdisciplinary team of educators, researchers, and scientists from the Oceans of Data Institute at Educational Development Center and the American Geological Institute will (1) conduct baseline research to understand students' natural affinities for understanding inference from complex data and phenomena; (2) develop and test scaffolding activities that leverage students' intellectual assets and minimize barriers to analytical thinking with professionally collected data; and (3) examine the degree to which the resulting activities support students to do productive work with professionally collected data. In developing an instructional approach, the project informs generally how professionally collected, scientific data can be used to support elementary students to develop data literacy skills.

Hypothesizing that science, technology, engineering, and mathematics (STEM) education generally can benefit from the instructional use of complex, large, interactive, and professionally-collected (CLIP) data sets (e.g., related to precipitation, stream flow, and groundwater levels), this study will explore approaches to integrating those data into fourth grade classroom instruction. The research is based on a premise that students who engage with CLIP data early in their classroom STEM experiences will develop skills and attitudes that promote meaningful analyses of those data earlier than if that exposure is delayed until secondary courses. The project will use a three-phase iterative design that will unfold in three urban and suburban school districts in Virginia and Maryland. Phase one will focus on creating a baseline of the reasoning students employ when making inferences from data. It will involve 45 students from grades 3-5 in targeted interviews, which will be recorded, transcribed and analyzed. Phases two and three will focus on design and development in grade 4. Phase two will develop and test activities through an iterative design plan that employs a semi-clinical method with small groups of students. Phase three will implement the activities that result from that process in six classrooms across three districts with approximately 150 students. A scoring rubric that captures student learning will be constructed in phase two and used to measure impacts of the field testing in phase three. Observations and interviews will also be conducted at field sites to understand what students learn about analytical thinking from the activities.

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.

Getting Unstuck: Designing and Evaluating Teacher Resources to Support Conceptual and Creative Fluency with Programming

The project will create opportunities for teachers to develop programming content knowledge and new understandings of the creative possibilities in computer science education, thereby increasing opportunities for students to develop conceptual and creative fluency with programming.

Lead Organization(s): 
Award Number: 
1908110
Funding Period: 
Mon, 07/01/2019 to Wed, 06/30/2021
Full Description: 

The project will create opportunities for teachers to develop programming content knowledge and new understandings of the creative possibilities in computer science education, thereby increasing opportunities for students to develop conceptual and creative fluency with programming. K-12 introductory programming experiences are often highly scaffolded, and it can be challenging for students to transition from constrained exercises to open-ended programming activities encountered later in-and out of-school. Teachers can provide critical support to help students solve problems and develop the cognitive, social, and emotional capacities required for conceptually and creatively complex programming challenges. Teachers - particularly elementary and middle school teachers, especially in rural and Title I schools - often lack the programming content knowledge, skills, and practices needed to support deeper and more meaningful programming experiences for students. Professional development opportunities can cultivate teacher expertise, especially when supported by curricular materials that bridge teachers' professional learning and students' classroom learning. This research responds to these needs, addressing key national priorities for increasing access to high-quality K-12 computer science education for all students through teacher professional development.

The project will involve the design and evaluation of (1) an online learning experience for teachers to develop conceptual and creative fluency through short, daily programming prompts (featuring the Scratch programming environment), and (2) educative curricular materials for the classroom (based on the online experience). The online experience and curricular materials will be developed in collaboration with three 4th through 6th-grade rural or Title I teachers. The project will evaluate teacher learning in the online experience using mixed-methods analyses of pre/post-survey data of teachers' perceived expertise and quantitative analyses of teachers' programs and evolving conceptual knowledge. Three additional 4th through 6th-grade teachers will pilot the curricular materials in their classrooms. The six pilot teachers will maintain field journals about their experiences and will participate in interviews, evaluating use of the resources in practice. An ethnography of one teacher's classroom will be developed to further contribute to understandings of the classroom-level resources in action, including students' experiences and learning. Student learning will be evaluated through student interviews and analyses of student projects. Project outcomes will inform how computer science conceptual knowledge and creative fluency can be developed both for teachers and their students' knowledge and fluency that will be critical for students' future success in work and life.

Building Students' Data Literacy through the Co-design of Curriculum by Mathematics and Art Teachers (Collaborative Research: Matuk)

This project aims to enact and study the co-design of classroom activities by mathematics and visual arts teachers to promote middle school students' data literacy.

Lead Organization(s): 
Award Number: 
1908557
Funding Period: 
Mon, 07/01/2019 to Wed, 06/30/2021
Full Description: 

The aim of this project is to enact and study a process in which middle school teachers of mathematics and visual arts co-design and teach activities that combine math and art to teach data science. Many existing efforts to promote data literacy are grounded in mathematical concepts of central tendency and variation, and typically are narrowly focused in single subject domains. Taking an art-based perspective on data science has the potential to promote student relevance, accessibility, engagement, reasoning, and meaning-making with data science. Moreover, visualization technology has advanced to a degree that the relation between the information in data and visual aesthetic can be leveraged easily. To explore the opportunity this offers, research on this project will examine how to equip teachers to develop such interdisciplinary pedagogical approaches to cultivate their students' data literacy. This exploratory project will provide support for 12 teachers during summer workshops and during the school year as these teachers implement their co-designed units in their classrooms. The work addresses the following questions: (1) How do we support effective co-design of data literacy units among art teachers, mathematics teachers, and researchers? (2) How are teachers able to use the unit materials in their classrooms to engage students in data literacy? And (3) How does an art-based approach support students' data literacy? Answers to these questions will build an understanding of how to support interdisciplinary curriculum design collaborations among researchers and teachers. They will also show how art-integrated, maker-oriented activities can support middle school learners' data literacy development; and how to design technologies that are accessible and powerful to teachers and learners in these interdisciplinary environments.

Through summer workshops and year-round design collaborations, the project will iteratively design, test and refine four units for middle school classrooms, including activities, tools, and assessments, to promote students' data literacy. Data will be collected from co-design sessions as well as classroom-enactments, and will include observations, video/audio recordings, student- and teacher-generated artifacts, and pre and post assessments of students' knowledge and self-efficacy. Mixed methods analyses of these data, and syntheses of findings across participants, classroom enactments, and project years, will explore effective ways to support co-design among art teachers, mathematics teachers, and researchers; and the impact of art-integrated activities on students' data literacy. This project will reach 12 teachers and their students across 6 New York city schools. By building capacity and knowledge about how to initiate and sustain teachers' interdisciplinary curriculum collaborations, the project will have broader impact. Refined project materials, including pedagogical approaches, toolkits and adaptable classroom activities, will be disseminated to facilitate classroom adoption by other educators who wish to undertake similar art-integrated data literacy curriculum design collaborations, and will thus ultimately broaden participation in data science among diverse youth within and beyond New York City.

Building Students' Data Literacy through the Co-design of Curriculum by Mathematics and Art Teachers (Collaborative Research: Vacca)

The aim of this project is to enact and study a process in which middle school teachers of mathematics and visual arts co-design and teach activities that combine math and art to teach data science.

Lead Organization(s): 
Award Number: 
1908142
Funding Period: 
Mon, 07/01/2019 to Wed, 06/30/2021
Full Description: 

The aim of this project is to enact and study a process in which middle school teachers of mathematics and visual arts co-design and teach activities that combine math and art to teach data science. Many existing efforts to promote data literacy are grounded in mathematical concepts of central tendency and variation, and typically are narrowly focused in single subject domains. Taking an art-based perspective on data science has the potential to promote student relevance, accessibility, engagement, reasoning, and meaning-making with data science. Moreover, visualization technology has advanced to a degree that the relation between the information in data and visual aesthetic can be leveraged easily. To explore the opportunity this offers, research on this project will examine how to equip teachers to develop such interdisciplinary pedagogical approaches to cultivate their students' data literacy. This exploratory project will provide support for 12 teachers during summer workshops and during the school year as these teachers implement their co-designed units in their classrooms. The work addresses the following questions: (1) How do we support effective co-design of data literacy units among art teachers, mathematics teachers, and researchers? (2) How are teachers able to use the unit materials in their classrooms to engage students in data literacy? And (3) How does an art-based approach support students' data literacy? Answers to these questions will build an understanding of how to support interdisciplinary curriculum design collaborations among researchers and teachers. They will also show how art-integrated, maker-oriented activities can support middle school learners' data literacy development; and how to design technologies that are accessible and powerful to teachers and learners in these interdisciplinary environments.

Through summer workshops and year-round design collaborations, the project will iteratively design, test and refine four units for middle school classrooms, including activities, tools, and assessments, to promote students' data literacy. Data will be collected from co-design sessions as well as classroom-enactments, and will include observations, video/audio recordings, student- and teacher-generated artifacts, and pre and post assessments of students' knowledge and self-efficacy. Mixed methods analyses of these data, and syntheses of findings across participants, classroom enactments, and project years, will explore effective ways to support co-design among art teachers, mathematics teachers, and researchers; and the impact of art-integrated activities on students' data literacy. This project will reach 12 teachers and their students across 6 New York city schools. By building capacity and knowledge about how to initiate and sustain teachers' interdisciplinary curriculum collaborations, the project will have broader impact. Refined project materials, including pedagogical approaches, toolkits and adaptable classroom activities, will be disseminated to facilitate classroom adoption by other educators who wish to undertake similar art-integrated data literacy curriculum design collaborations, and will thus ultimately broaden participation in data science among diverse youth within and beyond New York City.

Building Students' Data Literacy through the Co-design of Curriculum by Mathematics and Art Teachers (Collaborative Research: Silander)

The aim of this project is to enact and study a process in which middle school teachers of mathematics and visual arts co-design and teach activities that combine math and art to teach data science.

Award Number: 
1908030
Funding Period: 
Mon, 07/01/2019 to Wed, 06/30/2021
Full Description: 

The aim of this project is to enact and study a process in which middle school teachers of mathematics and visual arts co-design and teach activities that combine math and art to teach data science. Many existing efforts to promote data literacy are grounded in mathematical concepts of central tendency and variation, and typically are narrowly focused in single subject domains. Taking an art-based perspective on data science has the potential to promote student relevance, accessibility, engagement, reasoning, and meaning-making with data science. Moreover, visualization technology has advanced to a degree that the relation between the information in data and visual aesthetic can be leveraged easily. To explore the opportunity this offers, research on this project will examine how to equip teachers to develop such interdisciplinary pedagogical approaches to cultivate their students' data literacy. This exploratory project will provide support for 12 teachers during summer workshops and during the school year as these teachers implement their co-designed units in their classrooms. The work addresses the following questions: (1) How do we support effective co-design of data literacy units among art teachers, mathematics teachers, and researchers? (2) How are teachers able to use the unit materials in their classrooms to engage students in data literacy? And (3) How does an art-based approach support students' data literacy? Answers to these questions will build an understanding of how to support interdisciplinary curriculum design collaborations among researchers and teachers. They will also show how art-integrated, maker-oriented activities can support middle school learners' data literacy development; and how to design technologies that are accessible and powerful to teachers and learners in these interdisciplinary environments.

Through summer workshops and year-round design collaborations, the project will iteratively design, test and refine four units for middle school classrooms, including activities, tools, and assessments, to promote students' data literacy. Data will be collected from co-design sessions as well as classroom-enactments, and will include observations, video/audio recordings, student- and teacher-generated artifacts, and pre and post assessments of students' knowledge and self-efficacy. Mixed methods analyses of these data, and syntheses of findings across participants, classroom enactments, and project years, will explore effective ways to support co-design among art teachers, mathematics teachers, and researchers; and the impact of art-integrated activities on students' data literacy. This project will reach 12 teachers and their students across 6 New York city schools. By building capacity and knowledge about how to initiate and sustain teachers' interdisciplinary curriculum collaborations, the project will have broader impact. Refined project materials, including pedagogical approaches, toolkits and adaptable classroom activities, will be disseminated to facilitate classroom adoption by other educators who wish to undertake similar art-integrated data literacy curriculum design collaborations, and will thus ultimately broaden participation in data science among diverse youth within and beyond New York City.

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.

Improving Grades 6-8 Students' Mathematics Achievement in Modeling and Problem Solving through Effective Sequencing of Instructional Practices

This project will provide structured and meaningful scaffolds for teachers in examining two research-based teaching strategies hypothesized to positively impact mathematics achievement in the areas of mathematical modeling and problem solving. The project investigates whether the order in which teachers apply these practices within the teaching of mathematics content has an impact on student learning.

Project Email: 
Lead Organization(s): 
Award Number: 
1907840
Funding Period: 
Mon, 07/01/2019 to Fri, 06/30/2023
Full Description: 

The Researching Order of Teaching project will provide structured and meaningful scaffolds for teachers in examining two research-based teaching strategies hypothesized to positively impact mathematics achievement in the areas of mathematical modeling and problem solving. The first strategy, Explicit Attention to Concepts (EAC), is a set of practices that draw students' attention specifically to mathematical concepts in ways that extend beyond memorization, procedures, or application of skills. This strategy may include teachers asking students to connect multiple mathematical representations, compare solution strategies, discuss mathematical reasoning underlying procedures, or to identify a main mathematical idea in a lesson and how it fits into the broader mathematical landscape. The second strategy, Student Opportunities to Struggle (SOS), entails providing students with time and space to make sense of graspable content, overcoming confusion points, stimulating personal sense-making, building perseverance, and promoting openness to challenge. This strategy may include teachers assigning problems with multiple solution strategies, asking students to look for patterns and make conjectures, encouraging and promoting discourse around confusing or challenging ideas, and asking students for extended mathematical responses. This project investigates whether the order in which teachers apply these practices within the teaching of mathematics content has an impact on student learning. This study builds on previous work that had identified an interaction between the EAC and SOS instructional strategies, and associated teacher reporting of stronger use of the practices with higher student mathematics achievement.

The project will have four key design features. First, the project will adopt and extend the research-based EAC/SOS conceptual framework, and explicitly responds to the call for further research on the interactions. Second, the project will focus on the mathematical areas of modeling and problem solving, two complex and critical competencies for all students in the middle grades. Third, the project will position teachers as collaborators in the research with needed expertise. Finally, the project will make use of research methods from crossover clinical trials to implementation in classrooms. The project aims to identify the affordances and constraints of the EAC/SOS framework in the design and development of instructional practices, to identify student- and teacher-level factors associated with changes in modeling and problem solving outcomes, to analyze teachers' implementations EAC and SOS in teaching modeling and problem solving and to associate those implementation factors with student achievement changes, and to determine whether the ordering of these two strategies correlates with differences in achievement. The project will collect classroom observation data and make use of existing tools to obtain reliable and valid ratings of the EAC and SOS strategies in action.The design of the study features a randomized 2 x 2 cluster crossover trial with a sample of teachers for 80% power. The project builds on existing state infrastructure and relationships with a wide array of school districts in the context of professional development, and aims to create a formal Teacher-Researcher Alliance for Investigating Learning as a part of the project work.

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