This project team is developing and testing a prototype of the Teachley Analytics Library, a platform intended to host third party-developed mathematics game apps for students in kindergarten through Grade 8. The prototype will include a dashboard to host games and generate formative assessment data to inform teacher instruction. In the Phase I pilot study, the team will examine whether the prototype functions as planned with 40 Grade 1 and 2 math teachers. The study will test if teachers are able to implement games within the classroom and utilize data to inform practice, and whether students are engaged by gameplay.
The project team is developing and testing a prototype of a computer science game-based intervention intended for Grade 1 students. The prototype will include physical robots that will be designed and controlled on a game board by students through a blue-tooth enabled smartphone app. The product will include teacher resources and suggestions to facilitate classroom integration. In the Phase I pilot research with 5 classrooms and 150 students, the researchers will examine whether the prototype functions as planned, if teachers are able to implement it with small groups of students, and whether
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 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.
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.
Purpose: This project team will fully develop and test an open online platform that posts student-led engineering project challenges for Kindergarten to grade 12 classrooms. Research demonstrates that improved attitudes towards engineering in elementary and middle school are imperative to increase the pursuit of STEM degrees and careers. This project intends to address a shortage of tools and curricula in K-12 engineering today, in order to meet the learning objectives new the Next Generation Science Standards and to engage students in STEM.
Project Activities: During Phase I, (completed in 2016), the team developed a prototype, including a content management platform to host challenges on a broad range of STEM topics, such as computer coding, digital modeling, or producing simulations. At the end of Phase I, researchers completed a pilot study with 100 students and two teachers. Results demonstrated that the prototype operated as intended, that students were highly engaged with challenges on the platform, and that teachers were able to incorporate challenges within instructional practice. In Phase II, the team will refine the landing page, further develop the system architecture to accommodate a larger number of challenges, and upgrade the teacher portal to build capacity for the effective integration into instructional practice. After development is complete, the research team will conduct a pilot study to assess the feasibility and usability, fidelity of implementation, and promise of the platform to improve learning. The study will include 40 high school classrooms with a minimum of 25 students per class. Half of the classrooms will be randomly assigned to use the platform to conduct a challenge and half to follow business-as-usual procedures. Researchers will compare pre-and-post scores of students' science and engineering self-assessments, which measure ability to engage in science and engineering practices such as asking questions, modeling, planning and carrying out investigations, analyzing data, and constructing explanations, as well as content-specific measures depending on the specific challenge with which classes engage.
Product: The project team will develop a platform that will facilitate design challenges in K-12 classrooms across STEM academic topics and career paths within the field of engineering. The platform will enable classes to post their projects to the site and for other classes around the country to participate in the project. Each challenge (and the associated education resources curated for that challenge) will be publicly displayed on the Future Engineers platform and offered free for student participation and classroom facilitation. The content management system will be developed to enable the platform to host a high volume of challenges simultaneously and will allow for a diverse array of student-generated submissions. The platform will also include teacher resources to support the alignment of game play with learning goals and to support implementation.
Purpose: This project team will fully develop and test Cyberchase Fractions Quest, a web-based mathematics game for students in grade 3 and 4. Research shows that inadequate understanding of fractions can persist from early grades through higher education, and that success in fractions predicts future success in mathematics and other STEM subjects.
Project Activities: During Phase I (completed in 2016), the team developed a prototype of Cyberchase Fractions Quest, including an interactive number line game with four levels of challenges, and a tool to scaffold learning through hints and provide encouragement as students progress. At the end of Phase I, the research team conducted a pilot study over one week with 60 grade 4 students, half of whom were randomly assigned to use the prototype and half assigned to paper-based fractions activities. Results revealed that the prototype functioned as intended, that students were engaged during gameplay, and that from pre- to post-test, students using the prototype increased significantly in their knowledge of number line problems compared to the control group. In Phase II, the team will finalize the design, artwork, and animation, the formative and summative assessment component, and learning management system. After development is complete, the researchers will carry out a pilot study to assess the usability and feasibility, fidelity of implementation, and promise of the game to improve student learning of fractions over a 5-week period. The study will include four classrooms of grade 3 students, two of which will be randomly assigned, to use the games to supplement in-class lessons while the others will use paper-based activities. The researchers will compare pre-and-post scores for student learning of fractions. The study will also track teacher implementation.
Product: The final product is Cyberchase Fractions Quest—a math game based on the storyline of PBS children's television series, Cyberchase. In the game, students in grades 3 and 4 will apply learning fractions within three contexts: areas and regions (such as shapes), sets (groups of objects), and on a number line. The game will identify specific areas where students struggle and will introduce challenges to support individualized learning. Similar to other popular game apps, student will receive immediate feedback from one to three stars based on how well they perform on each challenge as well as in-game rewards as they progress toward mastery. The game will include teacher resources for classroom implementation, and an educator dashboard presenting results.
In prior research and development, the project team developed a StoryWorld, a computer-based intervention for English Learners (ELs) that presents children oral and written narratives in English while also providing the information in their first language. With this Phase I funding, the team will develop and test a prototype of a web-based dashboard that provides EL teachers real-time reports on children's progress in areas including for vocabulary, comprehension, fluency, and proficiency. At the end of Phase I, in a pilot study in three first grade classrooms, the researchers will examine whether the prototype functions as planned, is easy to use, and provides information teachers can understand and use to inform their language and literacy instruction?
The summative evaluation of the Farming for Fuels classroom program and family event was conducted over two years. Two interim reports were delivered with preliminary results about specific areas of focus. This final report described the overall evaluation study methods and results, and made recommendations for potential revisions and improvements to the program. The evaluator worked with the program team at the Creative Discovery Museum to generate a list of questions to guide the evaluation study. The questions covered each of the major audiences for the program: museum educators, teachers
The Solomon R. Guggenheim Museum contracted RK&A for the 2006-2010 study The Art of Problem Solving (APS). The APS study was the second of two studies funded by the U.S. Department of Education's Arts in Education Model Development and Dissemination (AEMDD) grant (the former being the 2003-2005 study Teaching Literacy Through Art) that examined the Guggenheim's long-standing teaching artist in residency program Learning Through Art (LTA). The APS study was designed specifically to determine the effectiveness of the LTA program in teaching problem-solving skills. The APS study measured both
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Randi Korn & Associates, Inc.Solomon R. Guggenheim Museum
This report presents findings from the 2004-06 Teaching Literacy Through Art research study of the Learning Through Art program (LTA) conducted by Randi Korn & Associates, Inc. (RK&A), for the Solomon R. Guggenheim Museum in New York, New York. The Guggenheim Museum received a three-year Arts in Education Model Development and Dissemination grant from the U.S. Department of Education to study the impact of the LTA program on students in the New York City public school system. This is the final report of the study, and it synthesizes data from both the 2004-05 and 2005-06 school years. The
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Randi Korn & Associates, Inc.Solomon R. Guggenheim Museum
Evaluates students' knowledge of three fields of science (earth, physical, and life), three elements of knowing and doing science (conceptual understanding, scientific investigation, and practical reasoning), and two overarching domains in science (the nature of science and themes-systems, models, and patterns-present in science).
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Nancy L. AllenJames E. CarlsonChristine A. Zelenak