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.
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.
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.
PEEP and the Big Wide World/El Mundo Divertido de PEEP is a bilingual, NSF- funded public media project that uses animation, live-action videos, games, mobile apps, hands-on science activities to motivate preschool-age children to investigate the world around them. Online, PEEP extends children’s science and math learning with a mobile-friendly website that offers games, videos, and hands-on activities, as well as a collection of 15 apps. PEEP is also reaching children in preschool classrooms and family/home childcare settings via the PEEP Science Curriculum, which provides resources for a
Mathematics is the foundation of many STEM fields and success in mathematics is a catalyst for success in other scientific disciplines. Increasing the participation of women and other under-represented groups in the mathematics profession builds human capital that produces a diverse pool of problem solvers in business and industry, research mathematicians, faculty at all levels, and role models for the next generation. Existing support and enrichment programs have targeted women in mathematics at different stages in their undergraduate and graduate education, with different strategies to building community, creating a sense of belonging, and promoting a growth mind set. These strategies challenge some of the most common obstacles to success, including isolation, stereotype threat, not committing to mathematics early enough, and imposter syndrome. Acknowledging the diversity among women in terms of socio-economic background and educational background, this project proposes to examine the effectiveness of these programs through the lens of two primary questions: (1) Which elements of these programs are most critical in the success of women, as a function of their position along these distinct diversity axes?, and (2) which features of these programs are most effective as a function of the stage of the participant's career? These questions are guided by the rationale that a better understanding of, and improved pathways by, which programs recruit and retain undergraduate and graduate women in mathematics has the strong potential to increase the representation of women among mathematics PhDs nationwide.
This project seeks to increase and diversify the number of professional mathematicians in the United States by identifying and proliferating best practices and known mechanisms for increasing the success of women in mathematics graduate programs, particularly women from under-represented groups. The PIs on this proposal, all of whom are leaders of initiatives that have been active for nearly two decades, will work with experts in management, data collection and reporting, and communications to address the following three challenges: (1) develop a common system of measuring the effectiveness of each element in these initiatives; (2) develop a process for effective, collective decision making; and (3) create connections between existing activities and resources. This project is both exploratory research and effectiveness research. The project team first will explore the contextual factors that serve to support or inhibit female pursuit of mathematics doctorates by interviewing a variety of women who were undergraduate mathematics majors in the past, as well as current professional mathematicians. They then will use this information to better understand the most effective features of various current and past initiatives that are trying to increase the participation of women in advanced mathematics. A key stakeholder meeting will develop a process for effective, collective decision-making, to utilize what the project team learns from the interviews. The leadership team will develop a website with discussion board and social media components to highlight best practices and facilitate a virtual community for women interested in mathematics. Finally, a distillation of program elements and their targeted effectiveness will inform the selection of interconnected activities to test on a scalable model. These prototypes will be implemented at several sites chosen to represent a diversity of constituencies and local support infrastructure.
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TEAM MEMBERS:
Judy WalkerAmi RadunskayaRuth HaasDeanna Haunsperger
This project will capitalize on the power of story to teach foundational computational thinking (CT) concepts through the creation of animated and live-action videos, paired with joint media engagement activities, for preschool children and their parents. Exposure at a young age to CT is critical for preparing all students to engage with the technologies that have become central to nearly every occupation. But despite this recognized need, there are few, if any, resources that (1) introduce CT to young children; (2) define the scope of what should be taught; and (3) provide evidence-based research on effective strategies for bringing CT to a preschool audience. To meet these needs, WGBH and Education Development Center/Center for Children and Technology (EDC/CCT) will utilize an iterative research and design process to create animated and live-action videos paired with joint media engagement activities for parents and preschool children, titled "Monkeying Around". Animated videos will model for children how to direct their curiosity into a focused exploration of the problem-solving process. Live-action videos will feature real kids and their parents and will further illustrate how helpful CT can be for problem solving. With their distinctive visual humor and captivating storytelling, the videos will be designed to entice parents to watch alongside their children. This is important since parents will play an important role in guiding them in explorations that support their CT learning. To further promote joint media engagement, hands-on activities will accompany the videos. Following the creation of these resources, an experimental impact study will be conducted to capture evidence as to if and how these resources encourage the development of young children's computational thinking, and to assess parents' comfort and interest in the subject. Concurrent with this design-based research process, the project will build on the infrastructure of state systems of early education and care (which have been awarded Race to the Top grants) and local public television stations to design and develop an outreach initiative to reach parents. Additional partners--National Center for Women & Information Technology, Code in Schools, and code.org (all of whom are all dedicated to promoting CT)--will further help bring this work to a national audience.
Can parent/child engagement with digital media and hands-on activities improve children's early learning of computational thinking? To answer this question, WGBH and EDC/CCT are collaborating on a design-based research process with children and their parents to create Monkeying Around successive interactions. The overarching goal of this mixed-methods research effort is to generate evidence that supports the development of recommendations around the curricular, instructional, and contextual factors that support or impede children's acquisition of CT as a result of digital media viewing and hands-on engagement. Moving through cycles of implementation, observation, analysis, and revision over the course of three years, EDC/CCT researchers will work closely with families and WGBH's development team to determine how children learn the fundamentals of CT, how certain learning tasks can demonstrate what children understand, how to stimulate interest in hands-on activities, and the necessary scaffolds to support parental involvement in the development of children's CT. Each phase of the research will provide rich feedback to inform the next cycle of content development and will include: Phase 1: the formulation of three learning blueprints (for algorithmic thinking, sequencing, and patterns); Phase 2: the development of a cohesive set of learning tasks to provide evidence of student learning, as well as the production of a prototype of the digital media and parent/child engagement resources (algorithmic thinking); Phase 3-Part A: pilot research on the prototype, revisions, production of two additional prototypes (sequencing and patterns); Phase 3-Part B: pilot research on the three prototypes and revisions; and Phase 4: production of 27 animated and live-action videos and 18 parent/child engagement activities and a study of their impact. Through this process, the project team will build broader knowledge about how to design developmentally appropriate resources promoting CT for preschool children and will generate data on how to stimulate interest in hands-on activities and the necessary scaffolds to support parental involvement in the development of children's CT. The entire project represents an enormous opportunity for WGBH and for the informal STEM media field to learn more about how media can facilitate informal CT learning in the preschool years and ways to broaden participation by building parents' capacity to support STEM learning. This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
The authors present a quantitative content analysis to assess the use of mathematical information in the news of five generalist Portuguese newspapers during a three-month period. Misuses of mathematics were also studied in this context. Results show that only a small percentage of the news articles have mathematical information when compared to previous studies in the field. Furthermore, over 30% of the news articles containing mathematical information have some type of mathematical error. Different categories of errors are defined and reasons why these might occur are discussed.
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TEAM MEMBERS:
Susana PereiraAntonio Jose MachiaveloJose Azevedo
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Using a combination of Peg + Cat, an animated math-based PBS television series for preschoolers; professional development (PD); family engagement resources; and the existing infrastructure of a regional Head Start system, this project aims to increase participating educators’ and families’ comfort and engagement with mathematics.
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. This project develops and researches the integration of Peg + Cat (an animated, math-based PBS television series for preschoolers), accompanying digital media, and early childhood educator professional development (PD). PD is designed to enhance educators’ abilities to support preschoolers’ social-emotional learning in the context of math activities, and in turn, their interest and engagement in math. The project also includes recommendations for engaging
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Peep is an animated preschool science and math series on public television; a fully bilingual website (in Spanish and English) containing 120 animated stories and live-action video segments, online games, activities for families, a curriculum for preschool educators, and mobile apps for kids; and the first national media project to feature an exploration-based pre-K science and math curriculum.
Moving Beyond Earth Programming: “STEM in 30” Webcasts. The Smithsonian’s National Air and Space Museum (NASM) will develop nine “STEM in 30” webcasts which will be made available to teachers and students in grades 5-8 classrooms across the country. The primary goal of this program is to increase interest and engagement in STEM for students. Formative and summative evaluations will assess the outcomes for the program, which include the following:
Increased interest in STEM and STEM careers, Increased understanding of science, technology, engineering and mathematics (STEM), Increased awareness and importance of current and future human space exploration, and Increased learning in the content areas.
This series of live 30-minute webcasts from the National Air and Space Museum and partner sites focus on STEM subjects that integrate all four areas. The webcasts will feature NASA and NASM curators, scientists, and educators exploring STEM subjects using museum and NASA collections, galleries, and activities. During the 30-minute broadcasts, students will engage with museum experts through experiments and activities, ask the experts questions, and answer interactive poll questions. After the live broadcasts, NASM will also archive the webcasts in an interactive “STEM in 30” Gallery.
The animated series PEEP and the Big Wide World (PEEP), developed by WGBH Boston, is designed to teach science and math to children aged three to five years old. WGBH recently completed a total redesign of the PEEP website that was intended make the site more accessible to Spanish-speakers, more supportive of extended informal science and math exploration, and more functional for users of tablets and mobile devices. This work included:
• The transformation of PEEP into a fully dual language website via the translation of all games and website text into Spanish and the debut of a new Spanish