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Math Projects

Expanding Communities of Learners from Schools into Homes: Collaborative Software Game Activities for Mathematical Learning
Project Investigator(s): Yasmin B. Kafai
Funding agency: Spencer Foundation
Duration: 9/97 to 8/99

One of the pressing concerns in mathematics education has been the creation of classroom environments that engage children in mathematical practice Careful attention has been given to the informal understanding that students bring into the classroom for informing instructional guidance, the mathematical discourse between students and teachers, students' mathematical thinking and development, and the use of authentic learning activities. While this has succeeded in creating better classroom communities for learning mathematics, their cultures have not extended into students' home environment. With the increasing dissemination of Internet access in schools and homes, there is an opportunity not only to expand the classroom community of learners to their homes but also to situate students' mathematical learning within a personally relevant context, video games. Video games, more than any other interactive technology, have become a significant part of children's contemporary culture, yet they are rarely in discussion for their educational benefits. While most research efforts have examined the use of educational game playing activities, this study proposes to examine the benefits of game making activities for learning fractions. A class of upper elementary school students will collaborate in teams to create educational software games to teach fractions to younger students. They will design and implement their games on the World Wide Web (WWW) as part of their mathematics class and continue to work on these games as part of their homework assignments. The purpose of this case study is to examine how students succeed to engage in mathematical practices and exchanges at home in relation to classroom activities, what kind of support structures they can build among themselves in using discussion forums, and how to integrate those students who do not have open access to computers at their homes. The data collected through interviews, observations and field visits will investigate the opportunities and issues of expanding communities of learners beyond classrooms into homes and intends to provide a first model for teachers, students, and software developers for future productions in the support of learning.

 

E-GAMES (Electronic Game Activities for Mathematics Enhancement Support)
Project Investigator(s): Yasmin B. Kafai and Megan L. Franke
Funding agency: National Science Foundation
duration: 10/98 to 9/99

Successful reform in mathematics education requires the integration of research and theory drawn from different fields. From our perspective, changing schools requires working concurrently with both teachers and students, with content and children's thinking, and with technological tools and how they are used. In the past, researchers engaged in understanding reform often studied either teachers or learners, content or children's thinking, or technological tools or their use. We draw upon this research to create a model, E-GAMES, for both teacher and student development that addresses these areas concurrently: Teachers will be asked to place themselves in both the role of the teacher and the learner and design educational computer games that teach students rational number concepts. Through the process of instructional design, teachers address their preconceptions about mathematical practice; they engage in practical inquiry. The teachers then engage in a parallel process with their students in their classrooms; their students design and implement computer games to teach fractions to younger children.

We have begun the development with a current planning grant. In E-GAMES, we propose to extend this model from teacher training into full-time professional practice. We plan to document teachers' informal working models and their change over time, students' mathematical learning, the integrative use of technological tools, and the instructional effectiveness of the E-GAMES approach. In the pilot phase of our research, we plan to follow our initial planning grant cohort into the classroom and understand how designing educational computer games, on and off the computer, can be implemented in different classroom settings. In the experimental phase of our research, we will then adapt the intervention and the measures and study a second cohort of preservice teachers (randomly assigned into a focus and a comparison group) and their students. We will follow these teachers in their resident year as they apply and reflect on their classroom implementations in urban Los Angeles. Our analyses will focus on how these groups differ on their (a) knowledge organization related to the teaching and learning of mathematics, (b) conceptions of teaching and learning mathematics, (c) knowledge of the domain of rational number, (d) ability to design instructional contexts that blend the development of children's thinking with knowledge of the mathematical content and successful pedagogical practices and (e) students' learning about rational number, technology and design.

With E-GAMES, then, we propose a reform model based on three interrelated aspects: (1) the idea of concurrent teacher and student development; (2) the use of a culturally relevant context electronic games for learning and reflecting on mathematical understanding; and (3) the integration of expressive technological tools into classroom practice. E-GAMES will allow a cohesive examination of technology integration for mathematical learning in preservice education and classroom teaching. From the results we will be able to provide a model and a set of professional development tools for technology integration and its classroom transition for preservice teachers. Furthermore, we will have developed a refined view of how educational games can be used for mathematical teaching and learning beyond their motivational benefits.


The Probability Inquiry Environment (PIE)
Project Investigator(s): Noel Enyedy
Funding agency: University of California Office of the President
Web site: http://www.gseis.ucla.edu/faculty/enyedy/enyedy_pie.html

PIE is a computer-mediated inquiry environment proven to help middle school students learn elementary probability. PIE was implemented as a three week curriculum, which included computer-simulation activities, hands-on activities and whole class discussions. Each computer activity was designed to focus on a particular aspect of probability and to promote specific interactions in the classroom culture. In PIE, students actively investigate probability by trying to figure out if particular games of chance are fair to all participants. The students' collaborative activity is structured around articulating their intuitions, systematically testing their ideas by gathering and analyzing empirical data, and communicating their revised understanding of the domain to their classmates. The computer-mediated activities are then followed by hands-on activities in which students flip coins, roll dice, etc. as they investigate aspects of probability without using the computer simulations. Throughout the curriculum the students also participate in whole-class discussions, in which each pair relates their findings from the activities.

 


Science Projects

Beyond Final Form Science: Teaching and Learning Scientific Inquiry
Project Investigator(s): William A. Sandoval
Funding Agency: Arthur Vining Davis Foundations
Duration: 6/01 - 6/02
Web site: http://www.gseis.ucla.edu/faculty/sandoval/research/bffs/

High school science is failing most students, judging by just about any assessment we care to use. On national assessments, forty percent of 8th and 12th graders have less than even a basic understanding of important scientific ideas and practices (NAEP). For decades now, inquiry has been hailed as the approach to helping our students learn science deeply, to not just learn the "final form" ideas, but to learn how to do science. Yet, inquiry-oriented teaching remains rare. On the other hand, over the last 15 years many technology-supported science learning environments have been developed, and have been shown effective in helping students learn science concepts and scientific inquiry skills. With such tools, and what we've learned about student learning by studying their use, we have an opportunity to support teachers efforts to teach scientific inquiry.

BFFS is a research and professional development collaboration between researchers, teachers, and teacher educators to understand better how to support teachers' efforts to enact inquiry-oriented science instruction in their classrooms, and to learn how inquiry teaching practices develop. The project includes more than a dozen teachers working at schools throughout urban Los Angeles. We aim to develop a network of collaborating teachers who will work together throughout the year to develop: a) our ideas about science and scientific inquiry; b) strategies to elicit and build upon students' thinking, especially to generate authentic inquiry opportunities for students; c) ways of reflecting upon teaching strategies that can support students' development as critical inquirers; and d) strategies for integrating technological supports for inquiry into instruction As a research project, we are interested in documenting our efforts in a way that can help us to build systematic knowledge about the kinds of knowledge and practices that skilled inquiry teachers use when they teach, and how such knowledge and practices develop in new teachers.

 

Biology Guided Inquiry Learning Environments (BGuILE)
Project Investigator(s): Brian J. Reiser, James P. Spillane, Northwestern University
Funding agency: James S. McDonnell Foundation
Duration: 8/95 - ongoing
Web site: http://www.letus.org/bguile/


BGuILE learning environments bring scientific inquiry into middle school science and high school biology classrooms. The environments consist of computer-based scenarios and associated classroom activities in which students conduct authentic scientific investigations. BGuILE started in 1995, with the idea that high school students should learn biology by trying to explain the same phenomena that professional biologists try to explain. Having students work on the same problems that scientists work on provides students with an opportunity to develop some of the skills that expert scientists have, and to gain a better understanding of the nature of science and scientific work. Students working with BGuILE learn to plan and perform an investigation, construct, evaluate, and improve upon their own explanations, critique other's explanations, and understand science as a process of building and refining explanations.
Since high school students aren't professional biologists, they need support for investigating and explaining natural phenomena. Our general approach is to combine general strategic support for scientific reasoning with domain-specific support for investigative strategies relevant to biological inquiry. The learning environment supports students' progression through a cycle of investigation in which students identify questions and investigate them, construct explanations, and evaluate and revise those explanations, including responses to critiques from classmates. BGuILE encourages students to consider alternative hypotheses, debate investigation strategies, and challenge data interpretations. The activities are designed to focus students' thinking on model building and argumentation.

 

Designing Knowledge Representations And Epistemic Practices For Science Learning
Project Investigator(s): William A. Sandoval
Funding Agency: Center for Innovative Learning Technologies (CILT) through Natl. Science Foundation
Duration: 8/99 - 12/00
Web site: http://www.gseis.ucla.edu/faculty/sandoval/research/epistrep/

Off and on for decades inquiry has been promoted as a means for engaging science students in scientific activity that promotes deep conceptual learning and develops students' scientific literacy. Most recently, national standards call for students to engage in inquiry as a means of learning what the scientific enterprise is all about . For the most part, although there has been a fair amount of research to document students' beliefs about the nature of science, relatively little attention has been paid to how we can support changes in students' scientific epistemologies. This project explores the relationships between several individual efforts to understand the issues of developing software tools that support students' scientific inquiry and highlight important epistemic aspects of that inquiry. The goal is to articulate a set of epistemic practices that we value in science learning, and a set of design principles for supporting such practices, as they have emerged in our individual works.

 

Digital Portfolio Archives in Learning: Modeling Primary Content Transformation for Science Education
Project Investigator(s): Yasmin B. Kafai, Anne Gilliland-Swetland, & Anthony Maddox
Funding agency: National Science Foundation
Duration: 10/96 to 9/97

The growing global information infrastructure places increasing demands for materials to be available in digital format for research, business, and learning. While much information today is digitally produced, there still remains a considerable amount of potential digital library content in the form of primary or historical source materials, that needs to be transferred into digital formats, integrated into contextualized digital structures, and further transformed or enhanced to be used effectively, especially in educational settings. Science educators have stressed repeatedly the crucial role that knowledge of scientific history and the changing nature of the boundaries between scientific disciplines plays in building a foundation for scientific literacy. Students need to understand the cultural and social contexts within which advances in science were achieved. While primary source materials in digital format present opportunities to enrich classroom activities, many teachers and students are unfamiliar with how to assess critically the quality and origination of content of varying origins and formats that they access through digital means such as the World Wide Web. Content holders, such as archives and museums, need to understand better how to prioritize their collections for digitization, and the most effective means for describing and visually representing digital versions of primary content for use by nontraditional users such as teachers and students. Digital library developers need to understand better the design and process issues associated with digitizing, storing, and retrieving contextualized and authenticated primary content.

This project will develop a process model that (1) transforms primary sources into digital library content; (2) allows teachers to build personalized information systems or "Digital Portfolio Archives" (DPAs) that contain content and associated descriptions derived from the digital library, together with other relevant materials that teachers wish to incorporate; (3) enables students to incorporate components of teachers' DPAs, the original digital library, and additional project-related materials into their own DPAs; and (4) facilitates the optional incorporation of these DPAs back into the digital library, but as a distinct layer of user-created content distinguished by provenance. Content for the base digital library will be drawn from the seven archival, manuscript, and museum repositories at UCLA. This content will be digitized, described using both the emerging SGML standard for Encoded Archival Description and teacher annotations, and incorporated into a prototype digital library structure. The process model will be applied in case studies in health and natural sciences education at the UCLA's laboratory elementary school.

The development and testing of the DPA process model builds on the work of, and feeds into several educational and technological initiatives underway at UCLA, including innovative, cross-disciplinary collaborations with the Smithsonian Institutions, the Los Angeles County Museum of Art, and Special Collections at the UCLA University Research Library. This exploratory CRLT grant would strengthen the foundation for these and other larger research projects by generating: (1) generalizable processes for structuring digital libraries and enriching content descriptions that meet the needs of primary content creators, providers, and nontraditional users such as elementary school teachers and students; (2) knowledge of how teachers might select primary content and integrate it into classroom activities if it were digitally accessible; and (3) knowledge of how digitized primary sources might contribute to the enhancement of students' understanding of, and engagement in, the health and natural sciences. Results of this research will be disseminated through professional papers and publications in education; library, information, and archival science; and computer science and engineering forums; as well as through the World Wide Web and other appropriate channels.

 

GLOBE in the City
Project Investigator(s): Noel Enyedy
Funding agency: National Science Foundation
Web site: http://centerx.gseis.ucla.edu/globe/

In collaboration with UCLA's Institute of the Environment and School Management Project I studied teachers teaching environmental science to urban students using the computer-mediated Global Learning and Observations to Benefit the Environment (GLOBE) curriculum. The object of this study was both the students and the teachers. For the students, we documented their activity as they transformed the world of nature (literally dirt, water, and air) into the world of culture (numbers, categories, and environmental policy). GLOBE is an international project that promotes learning environmental science by having students engage in authentic science. Students collect meaningful environmental data in their local neighborhood and transmit their data via the Internet to an international database. Students then have access to data displays that are based on the combination of their data and the data collected by other schools around the world. For the teachers, we examined the interaction between their beliefs, their pedagogical practices, and new technologies.

 

Learning Science by Design: Developing Information-Rich Learning Environments in Science for Young Software Designers
Project Investigator(s): Yasmin B. Kafai
Funding agency: National Science Foundation
Duration: 10/96 to present

Future workplaces require that schools prepare students to become technologically fluent and informationally and scientifically literate. The new National Science Standards (1995) demand that students know not only the facts but also how to reason scientifically. The growing infusion of information technologies into the home and work place demands that students know not only how to access and retrieve information on the Internet, but also how to use it discriminantly in their learning. Technologically competent students know not only the facts but also how to express their knowledge and ideas with these tools. These are challenging tasks for schools and teachers which need to be addressed beginning at an early age when students attitudes about science and technology are still open and project-based activities are easier to integrate into the curriculum.

The proposed research addresses these challenges by developing an integrative year-long curriculum consisting of a rich fabric of instructional techniques, materials, and technology use in elementary school science. Learning Science by Design builds on young students' informal science knowledge and asks them to program, i.e., design, interactive multimedia resources to teach science concepts in either physics (magnetism/electricity) or life sciences (ocean habitats) to younger students. Students' programming process provides the driving force for their science investigations, Internet information searching, and design of instructional interventions. This approach uses programming as a tool for students' knowledge reformulation and personal expression by engaging them in key scientific practices: fostering information inquiry, constructing representations and visualizations of scientific processes, explaining and defending ideas, and managing of their projects.

Two questions will be addressed in the proposed research: (1) What is the efficacy of such a comprehensive learning environment for young students? (2) What kind of skill and knowledge transfer can we observe? Research will be conducted in several public elementary classrooms in implementing the year-long curriculum that comprises two distinct design experiences, thus facilitating the assessment of transfer of programming, project and information management skills, and science knowledge. The evaluation is divided into three phases: Phase I builds the model case and assessment tools, Phase II conducts the experimental and comparative assessment, and Phase III examines the applicability of the model to different school sites and classrooms.

 

Talking About Genetics: Using Representations And Language To Understand Complex Science
Project Investigator(s): Marie Bienkowski, Karen Hurst, & Robert Kozma SRI, Intl.
Funding Agency: National Science Foundation
Duration: 10/00 - 10/02

This project investigates the roles of representations and language in learning complex science through technology-based curricula. Through classroom studies, we are studying how students use representations and language to support their learning of scientific inquiry and complex genetics. The project studies how technology can support learning in three ways: (1) providing students with simulations in which they can conduct investigations of scientific phenomena; (2) showing multiple representation which students can use to understand the underlying entities and mechanisms that account for these phenomena, and (3) providing structures that scaffold their explanation of these underlying entities and mechanisms.

 


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