IES Blog

Institute of Education Sciences

IES-supported Technology to be Used in Hundreds of Schools

A technology-based instructional tool—developed and evaluated through IES funding—will now be put it to use in hundreds of schools across the country with the goal of improving students’ literacy outcomes. The United2Read Project was recently awarded a five-year Education Innovation and Research (EIR) expansion grant from the U.S. Department of Education. The EIR grants provide funding to develop, expand, and evaluate innovative, evidence-based programs designed to improve student achievement.

A2i (pictured right) includes a series of assessments to measure component literacy skills of students and provide information that teachers can use to individualize literacy instruction in Kindergarten through Grade 3.  The assessments cover a wide range of literacy skills, including vocabulary, decoding, word reading, spelling, sentence and paragraph writing, comprehension, and inferencing.

A2i assessments are given throughout the school year to monitor student progress, and A2i’s algorithms are updated in real-time to provide teachers with recommendations for instruction for each student and changes to grouping.

This project demonstrates the critical role IES plays in supporting research to develop innovative teaching and learning products and test those products for efficacy.  Over the past 13 years, A2i was developed, evaluated, and scaled with a progression of awards from IES, as well as the National Institutes of Health/National Institute of Child Health and Human Development (NIH/NICHD).

  • With a 2004 IES research grant, researchers at the University of Michigan and Florida State University conducted basic research to understand how the effects of different types of literacy instruction (e.g., phonics vs. meaning focused) depend on children’s constellation of language, phonological awareness, decoding and encoding, and comprehension skills. The team then used the findings from this initial work to build and test an initial version of A2i with first-grade students. The research demonstrated that instruction tailored to students’ skills and learning needs, and adjusted over time, is more effective than one-size-fits-all approaches.
  • With a 2007 IES research grant, the researchers expanded A2i into second- and third-grade classrooms. They also tested the effects of implementing the system with second-grade students who had received A2i-informed instruction in Grade 1, as well as those who had not.
  • With a 2013 IES research grant and grant support from NIH/NICHD, researchers at Florida State and Arizona State conducted seven randomized controlled studies examining the impact of A2i on student reading. The results suggest that individualizing literacy instruction with A2i recommendations led to stronger literacy gains for K-3 students. On average, students who used A2i across multiple years ended third grade reading at a grade 5 level. The research included students who qualified for the National School Lunch Program and who received special education services.
  • With a 2013 IES research grant to Arizona State University (which was later transferred in 2016 to University of California, Irvine) and a 2014 award from the ED/IES Small Business Innovation Research (SBIR) Program to Learning Ovations, an education technology development firm, the researchers upgraded the underlying data architecture of A2i to enable scale and implementation in classrooms across the nation. Research results demonstrated that the more teachers viewed student test scores, the greater the students’ literacy skill gains.
     

(Findings from all publications on the A2i software and related professional development are posted on Learning Ovations website.) 

The new EIR expansion grant was awarded to a consortium of researchers and developers, including researchers at UC Irvine, Learning Ovations, Digital Promise (a non-profit), and MDRC, a national evaluation firm. At least 300 schools and 100,000 students will be served through the grant, which will also support a large-scale effectiveness trial to measure the impact of the project on student reading achievement.

Ed Metz is a Research Scientist at IES, where he leads the SBIR and the Education Technology Research Grants programs.

Erin Higgins is an Education Research Analyst at IES, where she leads the Cognition and Student Learning Research Grants program.

Using Game-Based Technologies for Civic Education

It is clear that civic education is a priority in the United States. All U.S. states require students to take a civics or government course and many provide opportunities for students to perform community service or service learning to practice active citizenship.

Screenshot of ECO

However, reports illustrate that many young people are not being adequately prepared as citizens. For example, in the most recent National Assessment of Education Progress (NAEP) in Civics only one-quarter of students reached “proficient” in knowledge of key facts on the U.S. Constitution or the functions of government.

Amid calls to strengthen civic education, IES has funded several interventions that are leveraging technological innovation and game design to engage students. These projects are mainly funded through two IES programs—the Small Business Innovation Research (SBIR) Program and Education Research Grants in Education Technology.

Among the projects IES has funded:

  • ECO (pictured above) is a game-based virtual environment where students collaboratively build a shared civilization and, in the process, apply democratic skills such as making rules and laws, analyzing data, and deliberation (watch video);
  • Discussion Maker is a role-playing game where students debate a civic issue, such as freedom of speech. The technology assigns each student a role, facilitates analysis and using evidence to make an argument, and organizes face-to-face debates and deliberation (watch video);
  • GlobalED2 is a role-playing game addressing a simulated global crisis (e.g., major oil spill or water scarcity) where students act as representatives of different countries governments. Students analyze the issue from the perspective of their country and negotiate with other countries to create a solution (watch video);
  • EcoMUVE is a 3D multi-user virtual pond or forest environment where students apply inquiry-based practices to understand causal patterns in ecological science (watch video); andScreenshot of Up from the Dust
  • Mission US’s Up from the Dust (pictured right) is a historical fiction adventure style game where students take on the role wheat farmers during the Great Depression in Texas 1929, and in doing so guide decisions by learning about the interaction of agriculture, the environment, and how government policies affect the economy (watch video).

Specific design elements of these games offer new ways to stimulate young people’s civic knowledge, skills, and engagement. For example:

All of these interventions employ game-based learning to motivate and engage students in new ways. For example, ECO is an unscripted “sandbox” where students create unique and personalized worlds, while Up from the Dust follows an adventure-based historical story. GlobalED2 and Discussion Maker employ role-playing and EcoMUVE guides inquiry-based virtual and real-world exploration.

Additionally, these programs all seek to build citizenship skills with cross-disciplinary content. For example, ECO, EcoMUVE, and GlobalED2 focus building citizen-science skills such as inquiry and analysis; Discussion Maker can apply content from almost any course within democratic debate; and Up from the Dust immerses students in a storyline with history, economics, and government concepts.

At the same time, these interventions also promote collaborative civic learning by simulating democratic processes for a whole class of students, both virtually and face-to-face. In ECO, students collaborate to create their own government with which they need to maintain through rules and laws. Discussion Maker and GlobalED2 use analysis, deliberation, and debates for individuals and groups of students. In EcoMUVE, students can conduct inquiry-based learning within the virtual environment. In Up from the Dust students engage in group discussions after gameplay to assess how specific decisions influenced results.

Several of these games also allow for feasible classroom implementation of what would otherwise be complex interventions. For example, some of the interventions provide real-time cues to students as they progress through the game, allowing a teacher to focus on facilitating overall instruction rather than coordinating every step of the game for every student.

To learn more about these projects, and to learn more about upcoming funding opportunities for the research and development and evaluation of technologies that support civic learning, visit the IES website or follow IES on Facebook and Twitter @IESResearch

Ed Metz is a Research Scientist at IES, where he leads the SBIR and the Education Technology Research Grants programs. 

Where Are They Now? A Q&A With the Creators of EcoMUVE – A Virtual Environment for Middle School Science

Where Are They Now? showcases completed IES research projects. The feature describes the IES project and research findings, and updates the progress since IES project completion.

By Ed Metz, NCER Program Officer

In this inaugural Where Are They Now? feature, we take a look back at a 2008 grant to researchers at Harvard University for the development of EcoMUVE.

EcoMUVE uses Multi-User Virtual Environments (MUVEs), which have the look and feel of video games, to help middle school students gain a deeper understanding of ecosystems, scientific inquiry, and causal patterns. The MUVEs recreate authentic ecological settings within which students explore and collect information. Students work individually at their computers and collaborate in teams within the virtual world. EcoMUVE includes two modules, Pond and Forest; each module is a two-week inquiry-based ecosystems curriculum. EcoMUVE received the First Place award in the Interactive and Immersive Learning Category at the 2011 Association for Educational Communications and Technology conference, and has received follow-on support from the National Science Foundation and Qualcomm Wireless. 

In this blog, we catch up with two of the researchers who led the development of EcoMUVE, Chris Dede and Shari Metcalf, to look back at their IES project and to learn about recent developments.

How and when did the idea to develop a virtual environment for science learning come about?

Chris Dede’s prior research with the River City project looked at supporting student inquiry using immersive exploration in a virtual world. Meanwhile, Harvard Professor Tina Grotzer was developing ways to support students in understanding complex causality in ecosystems. They worked together on a grant proposal to IES to combine their interests.

How does a virtual environment provide meaningful learning opportunities that otherwise might not be possible?

Ecosystems are complex systems shaped by relationships that often happen at microscopic levels, at a distance, and over long periods of time. Immersion in virtual environments can transform the learning experience by situating the learner in a rich simulated context in which new visualization opportunities are possible – e.g., zooming in to the microscopic level, or traveling to different points in time.

Students start to get a feel for the ecosystem and its relationships through tacit sensory clues. It is an uphill walk from the pond to the housing development, and students can walk down along a drainage ditch and through the pipe where runoff flows into the pond. The pond becomes noticeably greenish during the algae bloom. 

Students can experience turbidity directly by walking under the water of the pond and seeing how murky it looks on different days.

 

What was an unexpected outcome of the development process?

The types of “big data” about motivation and learning for each student that EcoMUVE can generate include: time-stamped logfiles of movements and interactions in the virtual world, chat-logs of utterances, and tables of data collected and shared. Other digital tools can provide data from concept maps that chart the flow of energy through the ecosystem and that document each student team’s assertions about its systemic causal relationships, with adduced supporting evidence. Using Go-Pro cameras, students’ collaborative behaviors outside of digital media can be documented. We would like to use this data to provide near-real time feedback to students and teacher, through various forms of visualization.

What were your main research findings from the IES development project?

After using EcoMUVE, students showed gains in learning of science content, and also improvements in their attitudes towards science, particularly in the beliefs they were capable and interested in being scientists. Teachers felt that the curriculum was feasible, well-aligned with standards, and supported student engagement and learning of science content, complex causality, and inquiry, and had multiple advantages over a similar non-MUVE curriculum. A study that looked at student motivation found that, while at first students were most enthusiastic about the 3D virtual world and game-like environment, over time their engagement centered on the inquiry-based pedagogy and the collaborative problem-solving.  Gains were also found in students’ complex causal reasoning about non-obvious causes; distant drivers of ecosystems dynamics and the system parameters; and processes, steady states and change over time.

How has the EcoMUVE project proceeded in recent years since the IES research project ended?  

Beginning in May, 2012, we’ve been pleased to be able to offer a standalone version of the EcoMUVE software for download through a free license from Harvard University. As of January, 2015, over 1,200 users have registered with the website. The EcoMUVE project receives e-mail inquiries almost every week from educators who are interested in the curriculum. In some cases, whole districts have adopted the EcoMUVE curriculum, including Cambridge, MA, and Peoria, AZ.

Internationally, researchers at the University of Hong Kong have been working with Harvard University to use EcoMUVE for professional development, to help teachers understand how to use scientific investigations as learning activities for students. Other collaborators include Sydney University, and Aalborg University in Copenhagen.

Looking ahead, what does the future hold for EcoMUVE?

We continue to make EcoMUVE available for download from our new website, http://ecolearn.gse.harvard.edu. We have been extending our research to develop EcoMOBILE, an extension of the EcoMUVE curriculum that blends immersive virtual environments with the use of mobile technologies during field trips to real ecosystems for observations and data collection. EcoMOBILE is funded by the National Science Foundation (NSF) and Qualcomm’s Wireless Reach Initiative. We have also just started a new research project, EcoXPT, also funded through NSF, designed to work alongside EcoMUVE to support experiment-based inquiry in immersive virtual environments.

Questions? Comments? Please send them to us at IESResearch@ed.gov.

About the Interviewees

Shari J. Metcalf is Project Director of the EcoMUVE project at the Harvard Graduate School of Education. She holds SB and SM degrees from MIT, and a PhD from the University of Michigan, where she designed and developed Model-It, a software tool for students building models of dynamic systems. Her professional focus is the design of educational software tools, and in particular on using modeling, simulation, and virtual immersive environments to support inquiry-based science learning.

Chris Dede is the Timothy E. Wirth Professor in Learning Technologies at Harvard’s Graduate School of Education.  Chris was the Principal Investigator of the EcoMUVE project. His fields of scholarship include emerging technologies, policy, and leadership.  His research includes grants from NSF, IES, and the Gates Foundation to design and study immersive simulations, transformed social interactions, and online professional development.