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.
This report introduces a framework to support learning in library and museum makerspaces. The framework demonstrates how we can create the conditions for ambitious learning experiences to unfold within the making experience.
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TEAM MEMBERS:
Children's Museum of PittsburghInstitute of Museum and Library ServicesPeter Wardrip
The U.S. Education system is becoming more and more diverse and educators must adapt to continue to be effective. Educators must embrace the diversity of language, color, and history that comprises the typical classroom; this means becoming culturally competent. In doing so, comes with it the prospect of using culture to enhance the learning experience for students and the educator. Although the process of becoming culturally competent can be outlined, the realization of a culturally competent educator depends on changing one’s own perceptions and beliefs. The need for cultural competency and
Ideas from social justice can help us understand how equity issues are woven through out-of-school science learning practices. In this paper, I outline how social justice theories, in combination with the concepts of infrastructure access, literacies and community acceptance, can be used to think about equity in out-of-school science learning. I apply these ideas to out-of-school science learning via television, science clubs and maker spaces, looking at research as well as illustrative examples to see how equity challenges are being addressed in practice. I argue that out-of-school science
Students in the U.S. educational system are increasingly diverse, and this diversity is reflected in science, technology, engineering, and mathematics (STEM) fields. Diversity in education encompasses students from many races, genders, and socioeconomic backgrounds; students who speak a variety of languages; and students from many cultures. For instance, ethnic diversity increased by 5% across primary and secondary public schools from 2000 to 2007 (Aud, Fox, & KewalRamani, 2010). Diversity is also evident in the socioeconomic make-up of students, with almost half of 4th graders in public
The development of character is a valued objective for many kinds of educational programs that take place both in and outside of school. Educators and administrators who develop and run programs that seek to develop character recognize that the established approaches for doing so have much in common, and they are eager to learn about promising practices used in other settings, evidence of effectiveness, and ways to measure the effectiveness of their own approaches.
In July 2016, the National Academies of Sciences, Engineering, and Medicine held a workshop to review research and practice
The Common Core's higher academic standards are forcing schools into a false dichotomy of reducing playtime in favor of more time to learn math and literacy. But play can deepen learning even in core content areas.
Have you ever been to a professional development (PD) session where you sat and listened to someone speak for hours—and likely got a bit bored? As teachers, we know that best practice is to encourage hands-on learning, but we forget to implement this strategy when creating PD experiences. Exploration Place (EP), the Sedgwick County Science and Discovery Center in Wichita, Kansas, partnered with eight rural school districts in neighboring Sumner County, threw out the traditional sage-on-a-stage paradigm, and tried something new.
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Jan LuthKimberly McDowellLaurel Zhang
Public libraries are becoming an important place for informal science, technology, engineering and mathematics (STEM) education for K-12 students and their families, as well as for adult education activities that support STEM workforce development. This report provides public librarians, administrators and collaborating organizations a brief background on the role that libraries can play in fostering a healthy STEM education ecosystem, as well as promising practices for implementing effective STEM programs in public libraries.
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Annette ShtivelbandLauren RiendeauAmanda Wallander-RobertsRobert Jakubowski
How can programs be exciting, innovative, and engaging when providers and youth do not have what they need? How can youth feel valued and respected when they are surrounded by worn-out and broken materials?
Out-of-school time (OST) youth programs are inherently difficult to assess. They are often very dynamic: Many youth interact with one another and with staff members in various physical environments. Despite the challenge, measuring quality is critical to help program directors and policy makers identify where to improve and how to support those improvements.
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TEAM MEMBERS:
Allison TracyLinda CharmaramanIneke CederAmanda RicherWendy Surr
STEM learning is a process that unfolds through dynamic interactions over time and across settings. Formal education in schools is not the only—or necessarily the most significant—context for STEM learning.