Cadre-Admin

Educational Testing Service (ETS)
06/15/2020

The COVID-19 pandemic has significantly disrupted the ability of teacher education programs to place their teacher candidates in typical K-12 teaching settings as a part of learning to teach. This project examines how simulated classroom field experiences for preservice teachers can be implemented in online and emergency remote teacher education courses.

University of Denver (DU)
07/01/2019

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.

TERC, Inc.
07/15/2014

This project will use classroom-based research to teach children about important algebraic concepts and to carefully explore how children come to understand these concepts. The primary goal is to identify levels of sophistication in children's thinking as it develops through instruction. Understanding how children's thinking develops will provide a critical foundation for designing curricula, developing content standards, and informing educational policies.

Illinois State University (ISU)
08/01/2012

This project is studying measurement practices from pre-K to Grade 8, as a coordination of the STEM disciplines of mathematics and science. This research project tests, revises and extends learning trajectories for children's knowledge of geometric measurement across a ten-year span of human development. The goal will be to validate all components of each learning trajectory, goal, developmental progression, and instruction tasks, as well as revising each LT to reflect the outcomes of the experiments.

TERC, Inc.
07/01/2011

This project designs, develops and tests a digital gaming environment for high school students that fosters and measures science learning within alternate reality games about saving Earth's ecosystems. Players work together to solve scientific challenges using a broad range of tools including a centralized web-based gaming site and social networking tools, along with handheld smart-phones, and an avatar-based massively multiplayer online environment. The game requires players to contribute to a scientific knowledge building community.

University of Florida (UF)
09/01/2011

LOCUS (Levels of Conceptual Understanding in Statistics) is an NSF Funded DRK12 project (NSF#118618) focused on developing assessments of statistical understanding. These assessments will measure students’ understanding across levels of development as identified in the Guidelines for Assessment and Instruction in Statistics Education (GAISE). The intent of these assessments is to provide teachers and researchers with a valid and reliable assessment of conceptual understanding in statistics consistent with the Common Core State Standards (CCSS).

Vanderbilt University
10/01/2024

An exit ticket is a recommended and widely used way to end a lesson. The most common purpose of exit tickets is to provide formative feedback to teachers about whether students have met the objectives of a given lesson. However, the psychology of learning literature suggests that there is an untapped potential for exit tickets to also benefit students’ learning directly. This project explores two potential enhancements to exit tickets, with the goal of improving high-school students’ mathematics knowledge and ability to regulate their own learning processes.

Brigham Young University (BYU)
10/01/2012

The core research questions of the project are: (1) What is the nature of high-leverage student thinking that teachers have available to them in their classrooms? (2) How do teachers use student thinking during instruction and what goals, orientations and resources underlie that use? (3) What is the learning trajectory for the teaching practice of productively using student thinking? and (4) What supports can be provided to move teachers along that learning trajectory?

Michigan Technological University
10/01/2012

The core research questions of the project are: (1) What is the nature of high-leverage student thinking that teachers have available to them in their classrooms? (2) How do teachers use student thinking during instruction and what goals, orientations and resources underlie that use? (3) What is the learning trajectory for the teaching practice of productively using student thinking? and (4) What supports can be provided to move teachers along that learning trajectory?

Western Michigan University (WMU)
10/01/2012

The core research questions of the project are: (1) What is the nature of high-leverage student thinking that teachers have available to them in their classrooms? (2) How do teachers use student thinking during instruction and what goals, orientations and resources underlie that use? (3) What is the learning trajectory for the teaching practice of productively using student thinking? and (4) What supports can be provided to move teachers along that learning trajectory?

University of Virginia (UVA)
05/01/2020

This project aims to support the mathematics learning of students with disabilities through the development and use of mixed reality simulations for elementary mathematics teacher preparation. These simulations represent low-stakes opportunities for preservice teachers to practice research-based instructional strategies to support mathematics learning, and to receive feedback on their practices.

Boston University (BU)
05/01/2020

This project aims to support the mathematics learning of students with disabilities through the development and use of mixed reality simulations for elementary mathematics teacher preparation. These simulations represent low-stakes opportunities for preservice teachers to practice research-based instructional strategies to support mathematics learning, and to receive feedback on their practices.

Gulf of Maine Research Institute (GMRI)
10/01/2021

This project addresses a longstanding problem in informal science education: how to increase the likelihood of consequential STEM learning from short duration experiences such as field trips. The project seeks to harness the power and potential of visual representations (e.g., graphs, drawings, charts, maps, etc.) for enhancing learning and encouraging effective reflection during and after science learning experiences, and provide new and actionable informal science learning practices that promote engagement with visual representations and reflection, and science understandings that can be applied broadly by informal science institutions.

Loyola University Chicago (LUC)
10/01/2021

This project addresses a longstanding problem in informal science education: how to increase the likelihood of consequential STEM learning from short duration experiences such as field trips. The project seeks to harness the power and potential of visual representations (e.g., graphs, drawings, charts, maps, etc.) for enhancing learning and encouraging effective reflection during and after science learning experiences, and provide new and actionable informal science learning practices that promote engagement with visual representations and reflection, and science understandings that can be applied broadly by informal science institutions.

Northwestern University (NU)
10/01/2021

This project addresses a longstanding problem in informal science education: how to increase the likelihood of consequential STEM learning from short duration experiences such as field trips. The project seeks to harness the power and potential of visual representations (e.g., graphs, drawings, charts, maps, etc.) for enhancing learning and encouraging effective reflection during and after science learning experiences, and provide new and actionable informal science learning practices that promote engagement with visual representations and reflection, and science understandings that can be applied broadly by informal science institutions.

E.O. Wilson Biodiversity Foundation
09/01/2010

This project will develop an online curriculum module for high school biology. It has three main goals: 1) Demonstrate how a story like malaria can integrate the teaching of multiple science topics and facilitate the diffusion of biodiversity and evolution across curriculum; 2) Model for students how to think like a scientist and show science as worthy of career consideration; and 3) Provide versatile multimedia as an alternative to textbook-centered instruction.

Vanderbilt University
06/01/2006

This project examines relationships among pre-service teachers' developing understanding of learning in mathematics and science, the enactment of these understandings as they begin teaching. The objectives are (1) to inform the design of teacher preparation programs, and (2) to support the development of appropriate tools to assess the impact of teacher preparation program features on elementary- and middle-school student learning.

University of Idaho (UI)
09/01/2016

This project builds on a prior study that demonstrated increases in students' knowledge of argumentation and their performance on mathematics assessments. The project will extend the use of the argumentation intervention into all eighth grade content areas, with a specific focus on students' learning of reasoning and proof, and contribute to understanding how students' learning about mathematical practices that can help them learn mathematics better.

University of Delaware (UD)
09/01/2019

The focus of this conference is to carefully examine past and current research with an eye toward improving its impact on practice and to create concrete steps that could shape the nature and impact of mathematics education research.

University of Denver (DU)
09/01/2023

This project will build an interactive and integrated curricular and professional development technological system: the Building Blocks Toolset (BBToolset). The BBToolset is designed to benefit all early childhood educators and their students. Young children will learn from engaging, effective digital educational games and face-to-face activities. Teachers will receive just-in-time professional development related to their students' development and guidance on curricular choices and culturally sensitive pedagogical strategies.