IES Blog

Institute of Education Sciences

NASA to Kick Off Its Latest National Student Challenge at the 2021 ED Games Expo on June 1

The 8th Annual ED Games Expo will occur next week from June 1 to 5. The free event is all virtual, open to the public, and will showcase game-changing innovations in education technology developed through more than 40 programs at the Department of Education (ED) and across the federal government.

 

NASA National Student Challenge Event at the Ed Expo

One of many noteworthy Expo events will occur on Tuesday, June 1, from 6 to 8 PM Eastern when NASA’s Flight Opportunities program will introduce a new national student challenge. Educators can register to attend this LIVE event on June 1 here. The NASA TechRise Student Challenge will invite teams of sixth- to 12th-grade students to submit ideas for climate or remote sensing experiments to fly on a high-altitude balloon, and space exploration experiments to fly aboard a suborbital rocket.

 

 

NASA developed the NASA TechRise Student Challenge to enable students to have a deeper understanding of Earth’s atmosphere, space exploration, coding and electronics, and a broader understanding of the value of test data. The challenge will also provide students with the opportunity to engage with NASA and technology communities and expose them to careers in science, technology, and space exploration fields.

The challenge will begin accepting applications in August for student teams affiliated with U.S. public, private, and charter schools, including U.S. territories.  The winning teams each will receive $1,500 to build their payloads, as well as an assigned spot on a NASA-sponsored commercial suborbital flight. Balloon flights will offer more than four hours of flight time, while suborbital rockets will provide around three minutes of test time in microgravity conditions. The Flight Opportunities program, based at NASA’s Armstrong Flight Research Center, a part of Space Technology Mission Directorate, is leading the NASA TechRise Student Challenge. The challenge is being administered by California-based Future Engineers, which developed its platform with awards in 2016 and 2017 from the ED/IES SBIR program. Future Engineers’ platform has also been employed to manage past educational and NASA challenges, including the Name the Mars Rover student challenge. 

During the June 1 event, NASA experts will provide information to educators on the official competition. Teachers are invited to join a NASA TechRise Educator Summer Workshop, which will dive into the basics of electronics, coding, and designing for flight. The first workshop will be on Wednesday, July 28, 2021 and repeated on Wednesday, August 11, 2021. For challenge details and to pre-register for the competition, please visit the contest website.

 

More ED Games Expo Events to Engage Students in Hands-On Projects and Challenges

In addition to the NASA event, five more virtual events featuring government programs that engage students in project-based learning will occur on Monday, June 1 between 12:30PM to 6PM Eastern. Topics include students building and flying satellites, programs for museums, local communities and military facilities to engage students in experiential and real-world learning, and a program to inspire students to be inventors and entrepreneurs. See the Expo Agenda here for lineup of events and the ED Games Expo Playlists Page for video trailers by participating developers. 

 

We look forward to "seeing you" at the virtual ED Games Expo starting on June 1!


Edward Metz (Edward.Metz@ed.gov) is the Program Manager for the Small Business Innovation Research program at the US Department of Education’s Institute of Education Sciences.

 

Highlighting the Science of Learning at the 2021 ED Games Expo

Research on how people learn is critical for informing the design of effective education technology products. To design products that improve student learning, we need to understand how students approach solving problems, the information they need to adopt optimal solution strategies, the skills that underlie success in particular academic domains, the best ways to arrange information on a screen to guide student attention to relevant information, and the best study strategies for optimizing learning and retention. Through its research grants programs, IES has invested in research projects to develop and test education technology products based in the science of learning.

 

The 2021 ED Games Expo, which takes place virtually from June 1-5, features a number of these products, and you can learn more about them through a mix of live and pre-recorded sessions and videos. Most are ready to demo now. Students and educators can send questions about the research, game-play, or ed tech experience directly to the participating researchers. Here are just a few of the many ways you can interact with IES-funded researchers at the Expo:

 

  1. The Virtual Learning Lab (VLL) will be hosting a live, virtual session on Friday, June 4th from 4:00-5:30pm Eastern Time to celebrate their 5-year research collaboration to explore precision education in the context of algebra instruction. The VLL developed an AI-powered video recommendation system that personalizes math instruction within Math Nation. The researchers measured student ability and engagement, detected effects of virtual learning environment usage on achievement, and identified characteristics of effective online tutoring. The session will feature short talks and opportunities for Q&A: 
  • A Video Recommendation System for Algebra (Walter Leite, University of Florida)
  • Reinforcement Learning for Enhancing Collaborative Problem Solving (Guojing Zhou, University of Colorado Boulder)
  • Natural Language Processing for VLE Research (Danielle McNamara, Arizona State University)
  • Identifying Pedagogical Conversational Patterns in Online Algebra Learning (Jinnie Shin, University of Florida)
  • Scaling Items and Persons for Obtaining Ability Estimates in VLEs (A. Corinne Huggins-Manley, University of Florida)
  • Measuring Student Ability from Single- and Multiple-Attempt Practice Assessments in VLEs (Ziying Li, University of Florida)
  • Detecting Careless Responding to Assessment Items in VLEs (Sanaz Nazari, University of Florida)
  • Personalization, Content Exposure, and Fairness in Assessment (Daniel Katz, University of California, Santa Barbara)
  • Fair AI in VLEs (Chenglu Li, University of Florida)

 

  1. The ED Games Expo YouTube Playlist, which will be posted on June 1st on the event page, features 26 products developed with IES grant funding. For ed tech products informed by research on how people learn, check out the products funded through the Cognition and Student Learning topic:
  • Graspable Math allows math teachers to assign interactive algebra tasks and turns equations into tangible objects that middle school and high school students can manipulate to practice and explore. Teachers can follow live, step-by-step, student work.
  • eBravo Boulder Reading Intervention is a self-paced personalized reading comprehension curriculum that teaches secondary students the problem-solving skills good readers use to learn from challenging texts, in this case in the science discipline of ecology. Reading strategies and exercises are guided by well-researched models of reading comprehension, helping students build deep, durable, and reusable knowledge from text. 
  • iSTART and Writing Pal are interventions designed for middle school students, high school students, and young adults improve their reading and writing skills. Within these interventions, students play games to practice reading comprehension and writing strategies.
  • All You Can Eat, Gwakkamole, and CrushStations are part of a suite of Executive Function skill-building games, designed to improve student shifting, inhibitory control, and working memory respectively.

 

We hope you can join us for this exciting event in June to learn more about and try out all the research-based products ready to be used in our nation’s schools. For more information on the featured resources and online events, please see this blog.


Written by Erin Higgins (Erin.Higgins@ed.gov), Program Officer for the Cognition and Student Learning program, National Center for Education Research

Announcing the Condition of Education 2021 Release

NCES is pleased to present the 2021 edition of the Condition of Education, an annual report mandated by the U.S. Congress that summarizes the latest data on education in the United States. This report uses data from across the center and from other sources and is designed to help policymakers and the public monitor educational progress.

Beginning in 2021, individual indicators can be accessed online on the newly redesigned Condition of Education Indicator System website. A synthesis of key findings from these indicators can be found in the Report on the Condition of Education, a more user-friendly PDF report.

A total of 86 indicators are included in this year’s Condition of Education, 55 of which were updated this year. As in prior years, these indicators present a range of topics from prekindergarten through postsecondary education, as well as labor force outcomes and international comparisons. Additionally, this year’s 55 updated indicators include 17 indicators on school crime and safety.

For the 2021 edition of the Condition of Education, most data were collected prior to 2020, either during the 2018–19 academic year or in fall 2019. Therefore, with some exceptions, this year’s report presents findings from prior to the coronavirus pandemic.

At the elementary and secondary level (prekindergarten through grade 12), the data show that 50.7 million students were enrolled in public schools fall 2018, the most recent year for which data were available at the time this report was written. Public charter school enrollment accounted for 7 percent (3.3 million students) of these public school enrollments, more than doubling from 3 percent (1.6 million students) in 2009. In 2019, U.S. 4th- and 8th-grade students scored above the scale centerpoint (500 out of 1000) on both the math and science assessments in the Trends in International Mathematics and Science Study (TIMSS).

In 2020, 95 percent of 25- to 29-year-olds had at least a high school diploma or equivalent, while 39 percent had a bachelor’s or higher degree. These levels of educational attainment are associated with economic outcomes, such as employment and earnings. For example, among those working full time, year round, annual median earnings in 2019 were 59 percent higher for 25- to 34-year-olds with a bachelor’s or higher degree than for those with a high school diploma or equivalent.

In addition to regularly updated annual indicators, this year’s two spotlight indicators highlight early findings on the educational impact of the coronavirus pandemic from the Household Pulse Survey (HPS).

  • The first spotlight examines distance learning at the elementary and secondary level at the beginning of the 2020–21 academic year. Overall, among adults with children under 18 in the home enrolled in school, two-thirds reported in September 2020 that classes had been moved to a distance learning format using online resources. In order to participate in these remote learning settings, students must have access to computers and the internet. More than 90 percent of adults with children in their household reported that one or both of these resources were always or usually available to children for educational purposes in September 2020. At the same time, 59 percent of adults reported that computers were provided by the child’s school or district, while 4 percent reported that internet access was paid for by the child’s school or district. Although higher percentages of lower income adults reported such assistance, this did not eliminate inequalities in access to these resources by household income.
  • The second spotlight examines changes in postsecondary education plans for fall 2020 in response to the coronavirus pandemic. Among adults 18 years old and over who had household members planning to take classes in fall 2020 from a postsecondary institution, 45 percent reported that the classes at least one household member planned would be in different formats in the fall (e.g., formats would change from in-person to online), 31 percent reported that all plans to take classes in the fall had been canceled for at least one household member, and 12 percent reported that at least one household member would take fewer classes in the fall. Some 28 percent reported no change in fall plans to take postsecondary classes for at least one household member. The two most frequently cited reasons for the cancellation of plans were having the coronavirus or having concerns about getting the coronavirus (46 percent), followed by not being able to pay for classes/educational expenses because of changes to income from the pandemic (42 percent).

The Condition of Education also includes an At a Glance section, a Reader’s Guide, a Glossary, and a Guide to Sources, all of which provide additional background information. Each indicator includes references to the source data tables used to produce the indicator.

As new data are released throughout the year, indicators will be updated and made available online.

In addition to publishing the Condition of Education, NCES produces a wide range of other reports and datasets designed to help inform policymakers and the public about significant trends and topics in education. More information about the latest activities and releases at NCES may be found on our website or by following us on Twitter, Facebook, and LinkedIn.

 

By James L. Woodworth, NCES Commissioner

Announcing the 8th Annual ED Games Expo: June 1 to 5, 2021

A Free All-Virtual Showcase of Game-Changing Innovations in EdTech developed through ED and Programs Across Government

The ED Games Expo is an annual showcase of game-changing innovations in education technology (EdTech) developed through programs at the Department of Education (ED) and across the federal government. Since 2013, the Expo has been an in-person event at venues across Washington, D.C. Because of the COVID-19 national emergency, the 2021 ED Games Expo is moving online, from June 1 – 5, for an entirely virtual experience. Hosting virtually provides the unique opportunity to engage a national audience and to present content mindful of the pandemic and useful for educational programming in the summer and going forward.  

 

ED Games Expo: Featured Resources

A new set of YouTube playlists and an accompanying PDF guide will be released on June 1 to present video trailers for more than 150 participating government-supported learning games and technologies. These learning games and technologies are appropriate for children and students in early childhood to post-secondary education and special education, and cover a range of topics across STEM, reading, social studies, civics, healthy development, and others. Nearly all the resources are research-based – meaning studies demonstrate the usability, feasibility, and promise of leading to the intended outcomes. Many of the education technologies at ED Games Expo will be available to students and educators who are learning in-person or remotely at no cost during June 2021. Attendees will also have the opportunity to engage in virtual Q&A with developers during and after the Expo to learn more.

 

ED Games Expo: A Range of Online Events

The 2021 ED Games Expo Agenda presents the lineup for 35 online events to be broadcast during the weeklong Expo. The events are designed for a wide audience across the education technology ecosystem, including educators, students, parents and caregivers, developers, researchers, and other stakeholders.

Events include:

  • Master Classes for Educators: Eight Expo developers present use-case examples and guidance for implementing innovative education technology interventions to support in-person or remote learning across many different topics.
  • How the Learning Game was Made: Five teams of learning game developers inspire and prompt students to think about the many skills and careers involved in creating a learning game.
  • Showcase Events: More than 20 government agencies and offices that invest in education technology are broadcasting events to showcase their projects and initiatives. Just a few highlights from the week include events on: innovations in early learning and special education, learning games to combat disinformation, models to support remote tutoring, a live kick-off for a new NASA national student challenge, an esports competition with students from Historically Black Colleges and Universities, and forums where government leaders, experts, and practitioners reflect on the role of education technology during the era of COVID-19.
  • A Unique Kick Off Show: This year’s Expo will kick off on June 1, 2021 at 8pm ET with a unique virtual event featuring a few of our favorite children’s TV characters and puppet friends created through ED funded projects.

 

All Expo events are free and accessible to the public to watch online. Content from all events will be archived and available to watch on demand via YouTube after the event. Follow the ED Games Expo on social media @USEdGov and by using the #EDGamesExpo hashtag.

 

We hope you will join us in June!


This Inside IES Blog is crossed-posted on Homeroom, the official blog of the U.S. Department of Education.

Edward Metz is the Program Manager for the Small Business Innovation Research Program at the Institute of Education Sciences in the US Department of Education. Contact Edward.Metz@ed.gov for more information or with questions.

Calling All K-12 Students: NASA’s Artemis Program Invites You to Imagine Living on the Moon

Through its Artemis program, NASA will land the first woman and next man on the Moon by 2024, using innovative technologies to explore more of the lunar surface than ever before. NASA is collaborating with commercial and international partners to establish sustainable exploration by the end of the decade and to apply what is learned to take the next giant leap—sending astronauts to Mars.

 

K-12 Artemis Moon Pod Student Essay Contest

 

 

NASA is inviting students in kindergarten through Grade 12 to join the Artemis adventure.  Through its challenge, students can imagine “what it might be like if you were living with a pod of astronauts 250,000 miles from Earth.”

In the challenge, students write essays focusing on leading a one-week expedition at the Moon’s South Pole. Plans and details of the expedition should consider the types of skills, attributes, and personality traits of their Moon Pod crew, and one machine, robot, or technology that will be left on the lunar surface to help future astronauts explore the Moon.

Three levels of challenges are being held for students in Grades K-4, 5-8, and 9-12. Every student who submits an entry will receive a certificate from NASA and be invited to a special NASA virtual event—with an astronaut! For all entry requirements and judging criteria, please read the rules.  Students and teachers can sign up and submit their entry at the contest site. Even if you are not a student you can still participate. U.S. residents over the age of 18 can apply to be judges for the contest to help NASA make their selection.

The essay competition is being managed by a web-based platform developed by Future Engineers based in Burbank, California.  This platform was created with the support of a 2017 award from the IES Small Business Innovation Research program (ED/IES SBIR).  Future Engineers built this platform to be an online hub for classrooms and educators to access free, project-based STEM activities and to provide a portal where students submit and compete in different kinds of maker and innovation challenges across the country.  The Artemis essay contest follows the Mars 2020 “Name the Rover” contest, which was also managed by Future Engineers. (See the recap of that challenge here.)

 

Stay tuned for the winning essays in the months to come!

 


Edward Metz (Edward.Metz@ed.gov) is a research scientist at the Institute of Education Sciences at the US Department of Education and Program Manager of ED/IES SBIR.

Katherine Brown is the lead communication specialist for the Office of STEM Engagement at NASA.

 

About ED/IES SBIR

The U.S. Department of Education’s Small Business Innovation Research program, administered by the Institute of Education Sciences (IES), funds projects to develop education technology products designed to support students, teachers, or administrators in general or special education. The program emphasizes rigorous and relevant research to inform iterative development and to evaluate whether fully developed products show promise for leading to the intended outcomes. The program also focuses on commercialization once the award period ends so that products can reach students and teachers and be sustained over time. ED/IES SBIR-supported products are currently used by millions of students in thousands of schools around the country.

 

About NASA’s Office of STEM Engagement

NASA’s journeys have propelled technological breakthroughs, pushed the frontiers of scientific research, and expanded our understanding of the universe. These accomplishments, and those to come, share a common genesis: education in science, technology, engineering, and math. NASA’s Office of STEM Engagement strives to create unique opportunities for a diverse set of students to contribute to NASA’s work in exploration and discovery; build a diverse future STEM workforce by engaging students in authentic learning experiences with NASA’s people, content and facilities; and attract diverse groups of students to STEM through learning opportunities that spark interest and provide connections to NASA’s mission and work. To achieve these goals, NASA’s Office of STEM Engagement strives to inspire the next generation to discover their way to a new era of American innovation and explore further into space than ever before.