IES Blog

Institute of Education Sciences

Recent Report Identifies Possible Categories of Adult Struggling Readers (and How to Help Them)

Nearly one in five U.S. adults aged 16 and over may struggle with basic literacy. These adults may struggle with any of the core components of reading, such as decoding, vocabulary, and comprehension. They may struggle for many different reasons—English is not their first language, possible cognitive declines from aging, or a lack of formal education. To identify the right instructional tools and curricula, we need to understand the varying needs of this heterogeneous group of adult struggling readers and design appropriate solutions.

In a recent report, IES-funded researchers conducted a latent class analysis of 542 adults (age 16- to 71-years old) enrolled in adult education programs whose reading scores indicate a reading level between the 3rd- and 8th-grade level. The analysis identified four possible subgroup categories of adult struggling readers based on their performance on lower-level competencies (phonological awareness, decoding, vocabulary) and higher-level competencies (comprehension, inferencing, background knowledge):

 

  • Globally Impaired Readers: adults who show difficulties in all competencies
  • Globally Better Readers: adults who are relatively strong in all competencies
  • Weak Decoders: readers who are relatively weaker in lower-level competencies but strong in higher-level competencies
  • Weak Language Comprehenders: readers who are strong in lower-level competencies but relatively weaker in higher-level competencies

 

On average, Weak Decoders were older than other categories, though Globally Impaired Readers were on average older than Globally Better Readers or Weak Language Comprehenders. Globally Better Readers and Weak Decoders included a larger proportion of native English speakers than the other two categories. Thus, both age and English proficiency may predict the pattern of strengths and weaknesses. However, having a high school diploma did not predict performance patterns.

Although Globally Better Readers tended to perform better on reading assessment than other categories, even this group of readers performed at the 6th-grade level on average. Thus, all groups of readers would benefit from additional instruction. The researchers suggest different approaches for addressing the needs of learners in the different categories. For example, Weak Language Comprehenders may benefit from technology-based solutions that help build their oral language competencies, whereas Globally Impaired Readers and Weak Decoders may benefit from direct instruction on decoding skills.

 


This research was conducted as part of the Center for the Study of Adult Literacy (CSAL): Developing Instructional Approaches Suited to the Cognitive and Motivational Needs for Struggling Adults funded in 2012 through NCER.

The abstract for the publication discussed above is available on ERIC; Identifying Profiles of Struggling Adult Readers: Relative Strengths and Weaknesses in Lower-Level and Higher-Level Competencies (Talwar, Amani; Greenberg, Daphne; Li, Hongli).

Dr. Meredith Larson, program officer for postsecondary and adult education, wrote this blog. Contact her at Meredith.Larson@ed.gov for additional information about CSAL and adult education research.

Research on Adult Literacy: A History of Investment in American Adults

Reading is fundamental, but it is also difficult to master, taking thousands of hours of instruction and practice. Roughly 52 percent of U.S. adults over the age of 16 may struggle with everyday literacy tasks. Of these adults, approximately 20 percent may perform at very low levels of literacy. For adults who are still mastering of this skill, the task can seem overwhelming.

Luckily, IES-funded researchers have been working towards solutions for adults with low basic reading skills and are creating and refining assessments, curricula, and software. These innovations aim to help adult learners, the instructors and tutors who work with them, and the programs that support them.

As part of our commemoration of National Adult Education and Family Literacy Week (September 20-26, 2020), we would like to recognize the history of adult literacy research at IES and its National Center for Education Research.  

Since 2004, IES-funded researchers have been developing assessments to help identify the needs of adults struggling with literacy and working on solutions to build adult literacy skills. This work fed into the measurement component of IES’s Reading for Understanding Initiative in 2010 and later returned back to addressing adult basic literacy measurement in 2016.

In 2012, IES funded the Center for the Study of Adult Literacy (CSAL), which developed a curriculum and technology for adults reading between the 3rd- and 8th-grade levels. CSAL demonstrates how adult literacy research benefits by integrating research conducted with students with disabilities and those in K-12 and postsecondary settings. In fact, the researchers pulled upon findings from eight prior IES grants funded by NCER and NCSER.

Our researchers are also developing a clearer picture of the adults who fall into the broad category of those with low literacy. They are leveraging the PIAAC data set to conduct exploratory work that informs both our understanding of those at the very low ends of literacy and also of whether basic skills may predict success in postsecondary career and technical education programs.

In 2020, IES funded additional development research to help refine an interactive, online reading comprehension program, AutoTutor for Adult Reading Comprehension (AT-ARC). Another project will recruit and train postdoctoral fellows to cultivate the next generation of researchers who can continue to build a research base for improving adult literacy outcomes.

Although IES researchers are making great strides to build knowledge, the field needs more information, and adult learners deserve tools and innovations developed for their specific needs and goals. IES hopes to continue to support such work.

 


To learn more about IES-wide efforts to understand and improve adult learners’ outcomes, visit the Adult Basic Skills topic page. Contact Dr. Meredith Larson for more information about the research supported by NCER.

 

Back to School During COVID19: Developers and Researchers Continue to Respond to Support In-Class and Remote Teaching and Learning

 

Many programs across the Federal government, such as the ED/IES Small Business Innovation Research (SBIR) and the IES Research Grants programs, fund projects to develop and evaluate new forms of education technology and interventions that can be implemented to support instruction and learning at schools and for remote learning. More than 150 of these technologies were demoed in January 2020 at the ED Games Expo, a showcase for learning games and technologies developed with support from IES and more than 30 other Federal programs.

Since the global outbreak of COVID19 and the closure of schools across the United States and the world, a group of government-supported developers and researchers responded to provide resources to educators, students, and families to facilitate remote learning. More than 50 developers and researchers offered 88 learning games and technologies at no cost through the end of the school year for use in distance learning settings with internet access (see this blog for the list). In addition, many of the developers and researchers provided technical assistance directly to individual teachers to support implementation at a distance, and many created new materials and worked to refine and adapt their products to optimize usability and feasibility for fully remote use. More than a million students and thousands of educators used these learning technologies during the spring.

In April and May 2020, more than 70 developers and researchers partnered to produce and participate in a series of free day-long virtual events, which were called “unconferences.” The events featured presentations on innovative models and approaches to teaching and learning remotely and provided an in-depth look at the learning games and technologies created by the presenters. More than 25,000 educators attended these virtual events in real-time, hundreds asked questions and made comments through chats during the events, and many thousands more have accessed these videos after the events. See this blog for the list of archived videos.

A New Resource: Guides to Education Technologies that are Ready Now

As schools begin re-opening for the new school year, a group of 70 developers and researchers have collaborated to produce a new series of Guides to Education Technologies. The guides present information on government-supported education technology products that are ready now for in-class and remote learning. All the resources are web-based and can be used on either computers, tablets, or personal devices. The resources in the guides include a mix of no-cost products as well as ones that are fee-based.  

With awards from government programs, all of the resources were developed through an iterative process with feedback from teachers and students, and most were evaluated through small pilot studies to measure the promise of the technologies to support improvements in student learning and relevant educational outcomes. All the products were used and demonstrated to be feasible for use in remote settings in the spring after the onset of the pandemic.

The guides present resources appropriate for young children through postsecondary students in education and special education, for English learners, and for teachers in education and special education across a wide range of educational topics. Many of the technologies personalize learning by adjusting content to students as they go and present information to educators to inform instruction.

The Guides focus on the following areas and can be accessed below:

 

Stay tuned to the Inside IES Blog for more information and resources about the response to the COVID-19 in education.


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

 

Cost Analysis in Practice (CAP) Project Provides Guidance and Assistance

In 2020, as part of a wider IES investment in resources around cost, IES funded the Cost Analysis in Practice (CAP) Project, a 3-year initiative to support researchers and practitioners who are planning or conducting a cost analysis of educational programs and practices. The CAP Project Help Desk provides free on-demand tools, guidance, and technical assistance, such as support with a cost analysis plan for a grant proposal. After inquiries are submitted to the Help Desk, a member of the CAP Project Team reaches out within two business days. Below is a list of resources that you can access to get more information about cost analysis.

 

STAGES FOR CONDUCTING A COST ANALYSIS

 

CAP Project Resources

Cost Analysis Standards and Guidelines 1.0: Practical guidelines for designing and executing cost analyses of educational programs.

IES 2021 RFAs Cost Analysis Requirements: Chart summarizing the CAP Project’s interpretation of the IES 2021 RFAs cost analysis requirements.

Cost Analysis Plan Checklist: Checklist for comprehensive cost analysis plans of educational programs and interventions.

Introduction to Cost Analysis: Video (17 mins).

 

General Cost Analysis Resources

The Critical Importance of Costs for Education Decisions: Background on cost analysis methods and applications.

Cost Analysis: A Starter Kit: An introduction to cost analysis concepts and steps.

CostOut®: Free IES-funded software to facilitate calculation of costs once you have your ingredients list, includes database of prices.

DecisionMaker®: Free software to facilitate evidence-based decision- making using a cost-utility framework.

Cost-Effectiveness Analysis of Early Reading Programs: A Demonstration With Recommendations for Future Research: Open access journal article.

 

*More resources available here.


The content for this blog has been adapted from the Cost Analysis in Practice Project informational flyer (CAP Project, 2020) provided by the CAP Project Team. To contact the CAP Help Desk for assistance, please go to https://capproject.org/. You can also find them on Twitter @The_CAP_Project.

Investing in Next Generation of Education Technologies to Personalize Learning and Inform Instructional Practice

The Institute of Education Sciences Small Business Innovation Research program (ED/IES SBIR) funds entrepreneurial developers to create the next generation of education technology for students, teachers, and administrators in general and special education. The program emphasizes an iterative research and development process and pilot studies to evaluate the feasibility, usability, and promise of new products to improve educational outcomes. The program also focuses on commercialization after development is complete, so that the products can reach schools and be sustained over time.

In recent years, millions of students in tens of thousands of schools around the country have used technologies developed through ED/IES SBIR. And in the past four months, about one million students and teachers used the technologies for remote teaching and learning, as many ED/IES SBIR-supported developers made their products available at no cost in response to the COVID-19 pandemic and the closure of schools.

 

ED/IES SBIR Announces its 2020 Awards

This week, ED/IES SBIR announced the results of its 2020 award competition. Of the 22 new awards, 16 are for prototype development and 6 are for full-scale development. IES also announced two additional awards through a special topic solicitation in postsecondary education. Read about these awards here.

 

 

Each of the new awards supports a project to develop a product to personalize the student learning experience or generate information that educators can use to guide practice.

Most of the projects are developing a software component (for example, algorithms, artificial intelligence, machine Learning, or natural language processing) that continually adjusts the difficulty of content, provides prompts to support individual students if support is needed, or generates real-time actionable information for educators to track student progress and adjust instruction accordingly. Other projects are developing technologies to promote student learning through self-directed, hands-on, simulated, and immersive experiences. If the future of education includes a blend of in-class and remote learning due to public health crises, or for whatever reasons, technologies such as these will be ready to keep the learning going.

The projects address different ages of students and content areas.

In science, LightHaus is fully developing a virtual reality (VR) intervention for students to explore plant heredity; LightUp is fully developing an augmented reality (AR) app for students to perform hands-on physical science investigations with their own on-device camera; and Myriad Sensors is developing a prototype artificial intelligence formative assessment system that generates feedback in real time as students do hands-on laboratory experiments.

In math, Muzology is creating a prototype for students to create music videos to learn algebra, and Teachley is creating a prototype transmedia kit with videos, comics, and pictures to enhance teaching and learning of hard to learn concepts.

In engineering and computer science, Parametric Studios is fully developing an augmented reality puzzle game for early learners, and Liminal eSports, Makefully, and Beach Day Studios are creating prototype components that each provide feedback to students as they engage in activities to learn to code.

In English Language Arts, Analytic Measures and Hoogalit are each employing natural language processing to develop new prototypes to facilitate speech acquisition, and Learning Ovations is developing a prototype data engine to make recommendations for what individual children should read.

For English learners, KooApps is developing an artificial intelligence prototype to support vocabulary acquisition, and Kings Peak Technologies is employing machine learning to generate passages that blend English and Spanish words together to improve reading comprehension.

For early learners, Cognitive Toybox is fully developing an observation and game-based school readiness assessment.

For postsecondary students, Hats & Ladders is fully developing a social skills game to foster career readiness skills.

In special education, Attainment Company is developing a prototype to support student’s self-management, and Alchemie is developing a prototype of an augmented reality science experience for visually impaired students.

To support school administrators and teachers, LearnPlatform is fully developing a dashboard that generates reports with insights for teachers to implement education technology interventions, and Zuni Learning Tree, Teachley and LiveSchool are developing prototype dashboards to organize and present results on student progress and performance in real time.

 

Stay tuned for updates on Twitter and Facebook as IES continues to support innovative forms of technology.


Written by Edward Metz (Edward.Metz@ed.gov), Program Manager, ED/IES SBIR