Skip to main content

Community Repository Search Results

resource project Public Programs
The goal of the project is to advance understanding of basic questions about learning and teaching through the development of a theory of embodied mathematical cognition that can apply to a broad range of people, settings and activities. The investigative team brings together expertise from a range of quantitative and qualitative research methodologies. A theory of embodied mathematical cognition empirically rooted in classroom learning and workplace practices will broaden the range of activities and emerging technologies that count as mathematical, and help educators to envision alternative forms of bodily engagement with mathematical problems.
DATE: -
TEAM MEMBERS: Ricardo Nemirovsky Rogers Hall Martha Alibali Mitchell Nathan Kevin Leander
resource project Public Programs
The Math, Engineering, Science Achievement (MESA) outreach programs are partnerships between K-12 schools and higher education in eight states that for over forty years introduce science, mathematics and engineering to K-12 students traditionally underrepresented in the discipline. This exploratory study examines the influences that those MESA activities have on students' perception of engineering and their self-efficacy and interest in engineering and their subsequent decisions to pursue careers in engineering. The MESA activities to be studied include field trips, guest lecturers, design competitions, hands-on activities and student career and academic advisement.

About 1200 students selected from 40 MESA sites in California, Maryland and Utah are surveyed with instruments that build on those used in prior studies. Focus groups with a randomly selected subset of the students provide follow-up and probe the influence of the most promising activities. In the first year of the project the instruments, based on existing instruments, are developed and piloted. Data are taken in the second year and analyzed in the third year. A separate evaluation determines that the protocols are reasonable and are being followed.

The results are applicable to a number of organizations with similar aims and provide information for increasing the number of engineers from underrepresented populations. The project also investigates the correlation between student engagement in MESA and academic performance. This project provides insights on activities used in informal settings that can be employed in the classroom practice and instructional materials to further engage students, especially student from underrepresented groups, in the study of STEM.
DATE: -
TEAM MEMBERS: Christine Hailey Cameron Denson Chandra Austin
resource project Museum and Science Center Programs
The American Museum of Natural History (AMNH), in collaboration with New York University's Institute for Education and Social Policy and the University of Southern Maine Center for Evaluation and Policy, will develop and evaluate a new teacher education program model to prepare science teachers through a partnership between a world class science museum and high need schools in metropolitan New York City (NYC). This innovative pilot residency model was approved by the New York State (NYS) Board of Regents as part of the state’s Race To The Top award. The program will prepare a total of 50 candidates in two cohorts (2012 and 2013) to earn a Board of Regents-awarded Masters of Arts in Teaching (MAT) degree with a specialization in Earth Science for grades 7-12. The program focuses on Earth Science both because it is one of the greatest areas of science teacher shortages in urban areas and because AMNH has the ability to leverage the required scientific and educational resources in Earth Science and allied disciplines, including paleontology and astrophysics.

The proposed 15-month, 36-credit residency program is followed by two additional years of mentoring for new teachers. In addition to a full academic year of residency in high-needs public schools, teacher candidates will undertake two AMNH-based clinical summer residencies; a Museum Teaching Residency prior to entering their host schools, and a Museum Science Residency prior to entering the teaching profession. All courses will be taught by teams of doctoral-level educators and scientists.

The project’s research and evaluation components will examine the factors and outcomes of a program offered through a science museum working with the formal teacher preparation system in high need schools. Formative and summative evaluations will document all aspects of the program. In light of the NYS requirement that the pilot program be implemented in high-need, low-performing schools, this project has the potential to engage, motivate and improve the Earth Science achievement and interest in STEM careers of thousands of students from traditionally underrepresented populations including English language learners, special education students, and racial minority groups. In addition, this project will gather meaningful data on the role science museums can play in preparing well-qualified Earth Science teachers. The research component will examine the impact of this new teacher preparation model on student achievement in metropolitan NYC schools. More specifically, this project asks, "How do Earth Science students taught by first year AMNH MAT Earth Science teachers perform academically in comparison with students taught by first year Earth Science teachers not prepared in the AMNH program?.”
DATE: -
TEAM MEMBERS: Maritza Macdonald Meryle Weinstein Rosamond Kinzler Mordecai-Mark Mac Low Edmond Mathez David Silvernail
resource project Media and Technology
Purpose: The United States (U.S.) has traditionally produced the world’s top research scientists and engineers, leading to breakthrough advances in science and technology. Despite the importance of STEM careers, many U.S. students are not graduating with strong STEM knowledge, skills or interests, and the percentage of students prepared for or pursuing STEM degrees or careers is declining. Research shows that the decreased interest in STEM typically begins in the middle school years, pose significant academic and social challenges for students. This project will develop a web-based game teach 6th to 8th students key scientific inquiry skills, along with the academic mindsets and learning strategies to facilitate engagement and effective science learning.

Project Activities: The researchers will create a prototype by mapping key Next Generation Science Standards and learning goals with concepts and content, and producing a game design document. Following completion of the prototype, the researchers will finalize the server architecture, create the core code systems, concept art, and develop a prototype in order to simulate the final user experience. Iterative refinements will be conducted as needed at major production milestones until the game is fully functional. Once development is complete, the research team will assess the usability and feasibility, fidelity of implementation, and the promise of the game to improve outcomes in a pilot study. In this study, 200 students in 10 classes will participate, with 5 of the classrooms randomly assigned to use the game and 5 who will proceed as normal. All students will complete pre- and post- program surveys assessing their academic mindsets, learning strategies, and science skills.

Product: This project will develop SciSkillQuest, a web-based multiplayer game intended to teach middle school students scientific inquiry skills and to foster academic growth mindsets in science. Students will pursue quests, employing inquiry skills to navigate and succeed in the game, including Questioning, Modeling, Investigating, Analyzing, Computing, Explaining, Arguing, and Informing. The game will include different paths to a solution, role playing elements, immersive narratives, challenge-based progressions, and peer collaboration to engage players. The growth mindset message — that ability and skill are developed through effort and learning — will be introduced and reinforced through feedback by embedded in-game characters. The games will be supplemental to the curriculum but will also be designed to be integrated within instructional practice. The game will be available for mobile devices as well as web browsers.
DATE: -
TEAM MEMBERS: Lisa Sorich Blackwell
resource project Media and Technology
Purpose: An estimated 5 to 8% of elementary school students have some form of memory or cognitive deficit that inhibits learning basic math. Researchers have identified several areas where children with math learning difficulties struggle. These include a strong sense of number facts to quickly and accurately perform operations on single digit numbers, the use of strategies to solve problems which have not yet been memorized, a sense to figure out whether or not an answer is reasonable, and self-monitoring to assess one's own efficacy and understanding. To support students with math learning difficulties in grades 1 to 4, this project team will develop a series of apps for touch-screen tablets that encourage single digit operational fluency, conceptual understanding, strategy awareness, and self-understanding.

Project Activities: During Phase I project in 2012, the research team developed a prototype of the single digit addition game, following an iterative process incorporating feedback from teachers and students having difficulty with math. Nineteen students participated in a pilot study, and the researchers found that the prototype functioned well and that users were engaged by the game. In Phase II, the team will build and refine the back end system, design and develop the teacher website, and create content for games in subtraction, multiplication, and division. Researchers will carry out a pilot test of the usability and feasibility, fidelity of implementation, and promise of the game to improve learning. Students in first to fourth grade identified by teachers as having the greatest difficulty with math will participate in the pilot study. Half of the 120 students participating in the pilot study will be randomly selected to play the game as a supplement to classroom learning whereas the other half will not have access. Students in the control group will be provided the games at the end of the study. Analyses will compare pre- and post-test math scores.

Product: The web-based game, MathFacts, will include a series of apps for touch-screen tablet computers to support math learning for 1st to 4th grade students with major or sometimes intractable learning difficulties. In the game, students will learn content through mini-lessons, engage with problems in practice and speed rounds, and then receive formative feedback on their performance. Students will use and manipulate blocks, linker tubes, number lines, and interact with engaging pedagogical agents such as parrots and sloths. Students will set goals, advance to more challenging levels, and engage in competition. The game will be self-paced and will provide individualized formative assessment scaffolding when students do not know the answer to a question. A teacher management system will support professional development and will produce reports to guide instruction. The intended outcomes from gameplay will include increased fluency, conceptual understanding, strategy awareness, self-assessment, and motivation of basic math.
DATE: -
TEAM MEMBERS: Kara Carpenter
resource research Public Programs
What can a visually impaired student achieve in art education? Can visually impaired students teach sighted students about elements of perception that sighted students would not normally consider? Are the legal moves towards rights to equal access for visually impaired people useful in asserting that visually impaired students can gain as much from gallery exhibits as sighted students can? In this article, these questions are studied in a practice report of a course involving visually impaired and sighted students working in groups, studying in a museum and creating art work at schools for the
DATE:
TEAM MEMBERS: Simon James Hayhoe
resource project Public Programs
This is an efficacy study through which the Denver Museum of Nature and Science, the Denver Zoo, the Denver Botanic Gardens, and three of Denver's urban school districts join efforts to determine if partnerships among formal and informal organizations demonstrate an appropriate infrastructure for improving science literacy among urban middle school science students. The Metropolitan Denver Urban Advantage (UA Denver) program is used for this purpose. This program consists of three design elements: (a) student-driven investigations, (b) STEM-related content, and (c) alignment of schools and informal science education institutions; and six major components: (a) professional development for teachers, (b) classroom materials and resources, (c) access to science-rich organizations, (d) outreach to families, (e) capacity building and sustainability, and (e) program assessment and student learning. Three research questions guide the study: (1) How does the participation in the program affect students' science knowledge, skills, and attitudes toward science relative to comparison groups of students? (2) How does the participation in the program affect teachers' science knowledge, skills, and abilities relative to comparison groups of teachers? and (3) How do families' participation in the program affect their engagement in and support for their children's science learning and aspirations relative to comparison families?

The study's guiding hypothesis is that the UA Denver program should improve science literacy in urban middle school students measured by (a) students' increased understanding of science, as reflected in their science investigations or "exit projects"; (b) teachers' increased understanding of science and their ability to support students in their exit projects, as documented by classroom observations, observations of professional development activities, and surveys; and (c) school groups' and families' increased visits to participating science-based institutions, through surveys. The study employs an experimental research design. Schools are randomly assigned to either intervention or comparison groups and classrooms will be the units of analysis. Power analysis recommended a sample of 18 intervention and 18 comparison middle schools, with approximately 72 seventh grade science teachers, over 5,000 students, and 12,000 individual parents in order to detect differences among intervention and comparison groups. To answer the three research questions, data gathering strategies include: (a) students' standardized test scores from the Colorado Student Assessment Program, (b) students' pre-post science learning assessment using the Northwest Evaluation Association's Measures for Academic Progress (science), (c) students' pre-post science aspirations and goals using the Modified Attitude Toward Science Inventory, (d) teachers' fidelity of implementation using the Teaching Science as Inquiry instrument, and (e) classroom interactions using the Science Teacher Inquiry Rubric, and the Reformed Teaching Observation protocol. To interpret the main three levels of data (students, nested in teachers, nested within schools), hierarchical linear modeling (HLM), including HLM6 application, are utilized. An advisory board, including experts in research methodologies, science, informal science education, assessment, and measurement oversees the progress of the study and provides guidance to the research team. An external evaluator assesses both formative and summative aspects of the evaluation component of the scope of work.

The key outcome of the study is a research-informed and field-tested intervention implemented under specific conditions for enhancing middle school science learning and teaching, and supported by partnerships between formal and informal organizations.
DATE: -
TEAM MEMBERS: Nancy Walsh Kathleen Tinworth Andrea Giron Ka Yu Lynn Dierking Megan John Polly Andrews John H Falk
resource research Public Programs
This chapter reviews four projects that reflect the principles of design-based implementation research (DBIR) in an effort to highlight a range of relevant theoretical and methodological perspectives and tools that can inform future work associated with DBIR.The goal of this chapter is to highlight a range of relevant theoretical and methodological perspectives and tools that can inform future work associated with design-based implementation research (DBIR). As Penuel, Fishman, Cheng, and Sabelli (2011) described, DBIR entails engaging “learning scientists, policy researchers, and
DATE:
TEAM MEMBERS: Jennifer Russell Kara Jackson Andrew Krumm Kenneth Frank
resource research Public Programs
The purpose of this study was to investigate the ways in which environmental education (EE) programs are contributing to environmental quality (EQ) improvement. The research applied the Pressure-State-Response (PSR) environmental indicator framework to the reported outcomes of 103 EE programs in order to 1) determine the extent to which existing EE programs are reporting EQ improvement outcomes; and 2) examine the extent to which these programs are impacting indicators in the three areas of the PSR framework. The study consisted of three research phases: evaluation synthesis, semi-structured
DATE:
TEAM MEMBERS: Brian Johnson