Kiley Sobel and Catherine Jhee at the Joan Ganz Cooney Center summarize the results of their interviews and surveys of 15 pre-K to grade 8 teachers to learn more about how they use virtual reality (VR) and augmented reality (AR) in their classrooms, and general lessons learned from this work.
FUSE is an interest-driven exploration program that engages youth ages 10-18 in science, technology, engineering, arts/design and mathematics (STEAM) topics while fostering the development of important 21st century skills.
Learning Analytics Goes to School describes a kind of research-practitioner partnership that is focused on leveraging complex data from various technologies to improve teaching and learning.
What are the cognitive, metacognitive, and affective, motivational processes, when learners are working individually or collaboratively, when they are using advanced learning technologies?
The Educational Gaming Environments (EdGE) group at TERC is studying how playing Zoombinis can help upper elementary and middle school learners build implicit computational thinking skills that teachers can leverage in formal instruction.
How do we we help students transfer, in a flexible, adaptive way, what they are learning in school to novel contexts and situations? Our project focuses on transfer of concepts at the intersection of math and science, and one thing that we’ve found to be very successful at promoting this type of transfer is a method we call “invention”.
The project is creating a collaborative model of 10 independent institutions working together to create a curriculum and digital platform to give students the opportunity learn about STEM as they participate in a real research project to restore over 11 million oysters to the New York Harbor.
A principled approach to designing assessment tasks that can generate valid evidence of students’ abilities to think computationally.
We need to support synchronous collaboration where people are working together in real time. For the classroom, synchronous collaboration really means supporting social learning – learning with and from each other.
How can we make microbiology interactive and available to everyone? How can all ages, from child to adult, experience what microscopic life is like?