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resource project Media and Technology
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
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TEAM MEMBERS: Joan Freese Momoko Hayakawa Bryce Becker
resource project Media and Technology
Purpose: This project team will develop and test Zaption, a mobile and desktop platform designed to support educators in effectively and efficiently utilizing video (e.g., from YouTube, Vimeo, or their own desktop) as an interactive teaching and learning object. Personalized learning devices (e.g., smartphones, tablets) populated with video content provide opportunities for students to access educationally-meaningful content anywhere and anytime. Yet, video has yet to realize its potential as a learning tool in or out of the classroom. One reason for this is that watching video can be a passive experience for students, whereas learning requires active engagement. A second reason is that even if students are actively engaged while watching a video, there is no easy way to elicit student responses to a video. And finally, there is no easy way to feed student responses to teachers as formative assessment data to guide subsequent instruction.

Project Activities: During Phase I, (completed in 2014), the team expanded a pre-existing prototype by building a mobile app to enable anytime use and increase its functionality for teachers. At the end of Phase I, pilot research with 150 students in 7 classrooms demonstrated that the prototype operated as intended, teachers were able to integrate the videos within instructional practice, and students found the mobile app helpful and engaging. In Phase II, the team will add additional components to the prototype and will develop content-specific modules for use in high school physics classes. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the Zaption for supporting student's physics learning. The study will include 32 Grade 10 physics classrooms, half of whom will be randomly assigned to use Zaption and half of whom will follow business as usual procedures. Analyses will compare pre-and-post scores of student's physics learning.

Product: Zaption will be a mobile and web-based platform to support the use of any video (e.g., from YouTube, Vimeo, or their own desktop) as a teaching and learning tool. Zaption will include an authoring engine where users can find and select video clips and easily insert interactive elements such as questions, discussions, and annotations into the videos. Users will then publish videos directly on Zaption's website, or on any learning management system or classroom website. Students will be able to view videos as homework or in class, respond individually to the questions and prompts, and get feedback on their responses. Teachers will use Zaption Analytics to receive immediate and actionable data showing whether students actually watched and engaged with a video, and how students responded to the questions and prompts.
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TEAM MEMBERS: Chris Walsh
resource project Media and Technology
Purpose: This project will develop and test Eco, an online multiplayer virtual environment and game designed to enhance middle school students' knowledge of ecology and environmental literacy. This is important because according to the 2011 National Assessment of Educational Progress, students in the United States ranked 17th in science among the world's most developed countries, and over a third of eighth-graders scored below basic level, the lowest performance level. The Framework for 21st Century Skills presents the need for education materials that engage students and use technology effectively, meet rigorous content and skill standards, foster interdisciplinary work, and promote collaborative problem solving.

Project Activities: During Phase I (completed in 2014), the team developed a prototype of Eco consisting of a system architecture that enabled user-controlled avatars to complete basic tasks. At the end of Phase I, a pilot study with 60 students from five classrooms demonstrated that the prototype functioned as intended, that students found the game to be engaging, and that students were able to collaborate with classmates during gameplay. In Phase II the developers will strengthen functionality, add content, and build a teacher dashboard to track student data and house implementation resources. After development is complete, the team will conduct a pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the game for promoting students' ecosystem learning and environmental literacy. The researchers will collect data from 150 students in 10 classrooms. Half of the classrooms will be randomly assigned to use Eco to supplement standard classroom instruction while the other half will continue with normal practice. Analyses will compare pre-and-post scores of student's ecology knowledge and environmental literacy.

Product: Eco will be a multi-player game to teach standards in ecology and prepare middle schools students to be environmentally literate citizens. To play the game, students will enter a shared online world featuring a simulated ecosystem of plants and animals. Students will co-create a civilization by measuring, modeling, and analyzing the underlying ecosystem. Students will advocate for proposed plans to classmates and make decisions as a group. Cooperation and science-based decision making activities will occur, in order to prevent the destruction of the environment. The game will include teacher resources to support the alignment of game play to learning goals, and implementation.
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TEAM MEMBERS: John Krajewski
resource project Media and Technology
Purpose: This project will develop and test Kiko's Thinking Time, a series of game apps designed to strengthen children's cognitive skills related to executive functioning and reasoning. A principle objective of preschool is to prepare children for later success in school. Most programs focus on activities to support children's social and emotional development, and to strengthen pre-reading and mathematics competencies. Fewer programs explicitly focus on fostering children's executive function and reasoning skills—even though research in the cognitive sciences demonstrates these skills also provide a foundation for school-readiness.

Project Activities: During Phase I (completed in 2014), the team developed six prototype games and a teacher portal to track student progress. At the end of Phase I, results from a pilot study with 55 kindergarten students and 5 teachers demonstrated that the games operated as intended. Results indicated that students were engaged based on duration of game play, and that teachers were able to review game data for each child. In Phase II, the team will develop 15 more games and will further refine and enhance the functionality of the teacher portal. After development is complete, a pilot study will assess the feasibility and usability, fidelity of implementation, and the promise of the games for promoting students' executive functioning and reasoning. The researchers will collect data from 200 students in 10 preschool classrooms over 2 months. Half of the students in each class will be randomly assigned to use Kiko's Thinking Time while the other half will play an art-focused gaming app. Analyses will compare pre-and-post scores on measures of student's executive functioning and reasoning.

Product: Kiko's Thinking Time will be an app with 25 games, each based on tasks shown to have cognitive benefits in lab research. Each game will be designed to isolate and train skills related to executive functioning, such as: working memory, reasoning, inhibition, selective attention, cognitive flexibility, and spatial skills. Game play will be self-guided and adaptive, as the software will adjust in difficulty based on student responses. The app will work on tablets, smartphones, as well desktops. In addition, a companion website will allow teachers to track student performance and to obtain educational material around executive function and cognitive development.
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TEAM MEMBERS: Grace Wardhana
resource project Media and Technology
Purpose: This project will develop and test Happy Atoms, a physical modeling set and an interactive iPad app for use in high school chemistry classrooms. Happy Atoms is designed to facilitate student learning of atomic modeling, a difficult topic for chemistry high school students to master. Standard instructional practice in this area typically includes teachers using slides, static ball and stick models, or computer-simulation software to present diagrams on a whiteboard. However, these methods do not adequately depict atomic interactions effectively, thus obscuring complex knowledge and understanding of their formulas and characteristics.

Project Activities: During Phase I (completed in 2014), the team developed a prototype of a physical modeling set including a computerized ball and stick molecular models representing the first 17 elements on the periodic table and an iPad app that identifies and generates information about atoms. A pilot study at the end of Phase I tested the prototype with 187 high school students in 12 chemistry classes. Researchers found that the prototype functioned as intended. Results showed that 88% of students enjoyed using the prototype, and that 79% indicated that it helped learning. In Phase II, the team will develop additional models and will strengthen functionality for effective integration into instructional practice. After development is complete, a larger pilot study will assess the usability and feasibility, fidelity of implementation, and promise of Happy Atoms to improve learning. The study will include 30 grade 11 chemistry classrooms, with half randomly assigned to use Happy Atoms and half who will continue with business as usual procedures. Analyses will compare pre-and-post scores of student's chemistry learning, including atomic modeling.

Product: Happy Atoms will include a set of physical models paired with an iPad app to cover high school chemistry topics in atomic modeling. The modeling set will include individual plastic balls representing the elements of the periodic table. Students will use an iPad app to take a picture of models they create. Using computer-generated algorithms, the app will then identify the model and generate information about its physical and chemical properties and uses. The app will also inform students if a model that is created does not exist. Happy Atoms will replace or supplement lesson plans to enhance chemistry teaching. The app will include teacher resources suggesting how to incorporate games and activities to reinforce lesson plans and learning.
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TEAM MEMBERS: Jesse Schell
resource project Media and Technology
Purpose: Purpose: This project team will fully develop and test Teachley Connect, a platform that syncs a variety of third-party math games to give elementary schools formative assessment data and intervention support. Mobile math games provide opportunities for students to access educationally-meaningful content in and out of the classroom and to supplement instruction. There are a number of examples of math apps that show promise for supporting and assessing student learning in different areas of mathematics, yet few apps in the marketplace provide meaningful data that teachers can use. Many games provide an overall score at the end of the session, but do not help teachers know what skills students are struggling with or how to provide additional support.

Project Activities: During Phase I, (completed in 2015), the team developed a prototype of Teachley Connect, which enables the secure transfer of game and learning data between third-party math games and the Teachley servers. At the end of Phase I, researchers completed a pilot study with 20 students and two teachers and demonstrated that the prototype operated as intended with important trends indicating that the system promotes student engagement and less time spent seeking help. In Phase II, the team will add additional third party math apps to the platform, strengthen the backend management system to tag user game-play data, and build out the teacher reporting dashboard to inform instruction and identify apps to address particular student and class needs. After development is complete, the research team will conduct a larger pilot study to assess the feasibility and usability, fidelity of implementation, and the promise of the Teachley Connect for teachers to use formative assessment data to inform classroom practice, select apps to address individual student needs, and support student math learning. The study will include 12 (grade K to 3) classrooms and randomly assign them into one of three groups: 1) apps only, 2) Teachley-enabled apps, or 3) Teachley-enabled apps + data. Researchers will compare pre-and-post scores of student's math learning, classroom observations, and teacher surveys/interviews.

Product: Teachley Connect will be a mobile tablet-based platform that uses games to give elementary schools rich formative assessment data and intervention support. Teachley Connect will permit students to continue playing exactly where they left off on any tablet. The platform will also connect apps into a single teacher dashboard, providing teachers detailed reports on student performance across games, with insights for informing individual or whole group instruction. The platform will include teacher resources to support the alignment of game play with learning goals and to support implementation.
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TEAM MEMBERS: Kara Carpenter
resource project Media and Technology
Purpose: The team will fully develop and test three puzzle-based math games that adaptively assess and support student learning in middle school classrooms. A principle objective of middle school math is to prepare students for more complicated and advanced STEM topics, providing the foundation for a wide variety of college majors and careers. Students who struggle in math in grade 5 and 6 are more likely to show deficits as coursework turns to topics in algebra. However, in many classrooms, commonly used progress monitoring instruments often do not adjust in ease or difficulty based on student performance, and do not provide data teachers can use to tailor instruction to meet the needs of students.

Project Activities: During Phase I (completed in 2015), the team developed a prototype of an adaptive engine for Wuzzit Trouble, a previously developed app where players rotate a virtual wheel to solve puzzles by applying number sense mathematical strategies. The engine tailors gameplay to the skill level of individual students in real time, providing tips and support to students having difficultly or by making challenges more difficult for those who master puzzles. The research team conducted a pilot study at the end of Phase I in order to test the prototype. A little more than 200 grade 5 and 6 students and six teachers participated over two weeks. Researchers found that the prototype functioned as intended and that teachers successfully used the game before, during, and after class as a supplement to instruction. They learned that 65% of students enjoyed using the prototype and 46% indicated that the game adjusted to the right level of difficulty during gameplay. In Phase II, the team will develop two new games on topics including algebraic thinking and problem solving, will strengthen and validate the adaptive engine, and will build out the dashboard to report formative and summative assessment results. After development is complete, the researchers will carry out a larger pilot study to assess the usability and feasibility, fidelity of implementation, and promise of the three games to improve student learning over a 9-week period. Thirty-two grade 5 and 6 math classrooms from 16 schools will participate. One classroom from each school will be randomly assigned to use the games and half will continue with business-as-usual procedures. The researchers will compare pre-and-post scores for student learning on standardized measures of pre-algebra topics. They will also track teacher implementation.

Product: The final product will include a suite of three app-based puzzle games aligned to national math standards for number sense, algebraic thinking, and problem solving. The games will be designed for use in grade 5 and 6 classrooms where students develop and apply content expertise to solving challenges. The games will include an adaptive engine that assesses and adjusts content based on student level of performance, a back-end system to organize data, and a reporting dashboard to present measures of student performance, persistence, and creativity. The project team will also develop teacher resources for suggesting how to incorporate games and activities into classroom instructional practice to reinforce lesson plans and learning.
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TEAM MEMBERS: Randy Weiner
resource project Media and Technology
This project team will develop and test a prototype of SuperChem VR, a game to support high school students' basic chemistry learning. The prototype will include a set of web-based laboratory modules which will be integrated within a virtual reality headset to allow for a 360-degree visual exploration of the environment. The prototype will also include teacher resources for classroom implementation. In the Phase I pilot research with 3 teachers and 54 students, the project team will examine whether the hardware and software prototype functions as planned, whether teachers are able to integrate it within the classroom environment, and whether students are engaged while using the prototype.
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TEAM MEMBERS: Jesse Schell
resource project Media and Technology
This project team will develop and test a prototype of Planet 3, a multi-media online platform to apply real world problems (e.g., pollution, overpopulation) to middle school earth and life science learning. The prototype will include videos, simulations, and games to allow opportunities for students to explore problem sets, collect and analyze data, and draw conclusions. At the end of Phase I in a pilot study with two classrooms, the researchers will examine whether the prototype functions as planned, where teachers can implement the prototype within classroom practice, and if students are engaged while examining real-world problems.
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TEAM MEMBERS: Albert Lin
resource project Media and Technology
This project team will develop and test a prototype an online platform to facilitate engineering project challenges within K–12 classrooms across many schools. The prototype will include a content management platform to enable a high volume of challenges for students to conduct projects on a broad range of STEM topics, such as computer coding, digital modeling, or producing simulations. In a pilot study with one school, the researchers will examine whether the prototype functions as planned, whether teachers are able to incorporate challenges within instruction practice, and if multiple classrooms are able to participate in a challenge and produce a product that in response to a challenge.
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TEAM MEMBERS: Deanne Belle
resource project Media and Technology
In prior research and development, the project team and partners developed Cyberchase, a multimedia story-based series for students to practice and learn math. Researchers will develop and test a prototype of a mobile app-based fractions game to be integrated within the multimedia series. The prototype will adjust to students of different skill levels, and will present fractions in different representations (pictures, numbers, and words) to support different modes of learning. In the Phase I pilot, researchers will work with two grade 3 classrooms, and will examine whether the prototype functions as planned, if teachers are able to integrate the game into classroom practice, and whether the prototype shows promise for improving student learning of fractions.
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TEAM MEMBERS: Gary Goldberger
resource project Professional Development, Conferences, and Networks
QuarkNet is a national program that partners high school science teachers and students with particle physicists working in experiments at the scientific frontier. These experiments are searching for answers to fundamental questions about the origin of mass, the dimensionality of spacetime and the nature of symmetries that govern physical processes. Among the experimental projects at the energy frontier with which QuarkNet is affiliated is the Large Hadron Collider, which is poised at the horizon of discovery. The LHC will come on line during the 5-years of this program. QuarkNet is led by a group of teachers, educators and physicists with many years of experience in professional development workshops and institutes, materials development and teacher research programs. The project consists of 52 centers at universities and research labs in 25 states and Puerto Rico. It is proposed that Quarknet be funded as a partnership among the ESIE program of EHR; the Office of Multidisciplinary Activities and the Elementary Particle Physics Program (Division of Physics), both within MPS; as well as the Division of High Energy Physics at DOE.
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TEAM MEMBERS: Mitchell Wayne Randal Ruchti Daniel Karmgard