Inside IES Research

Notes from NCER & NCSER

Inside IES Special Interview Series: From University Research to Practice at Scale in Education

Over two decades, the National Center for Education Research and the National Center for Special Education Research at IES have built a knowledge base to inform and improve education practice. This work has also spurred the development of evidence-based tools, technological products, training guides, instructional approaches, and assessments. 

While some IES-supported interventions are used on a wide scale (hundreds of schools or more), we acknowledge that a “research to practice gap” hinders the uptake of more evidence-based interventions in education.  The gap refers to the space between the initial research and development in university laboratories and pilot evaluations in schools, and everything else that is needed for the interventions to be adopted as a regular practice outside of a research evaluation.

For many academic researchers, advancing beyond the initial stage of R&D and pilot evaluations is complex and often requires additional time, financing, and specialized expertise and support. For example, interventions often need more R&D to ready interventions for scale—whether to ensure that implementation is turnkey and feasible without any researcher assistance, that interventions work the same across divergent settings and across different populations, or to bolster technology systems to be able to process huge amounts of data across numerous sites at the same time. Advancing from research to practice may also entail commercialization planning to address issues such as intellectual property, licensing, sales, and marketing, to facilitate dissemination of interventions from a university to the education marketplace, and to sustain it over time by generating revenue or securing other means of support.

Special Inside IES Research Interview Series

This winter and spring, Inside IES Research is publishing a series of interviews with the teams of researchers, developers, and partners who successfully advanced IES-funded education research from the university laboratory to practice in schools at scale.  Collectively, the interviews illustrate a variety of models and approaches for scaling evidenced-based interventions and for disseminating and sustaining the interventions over time.

Each interview will address a similar set of questions:

  • Was it part of the original plan to develop an intervention that could one day be used at scale in schools?
  • Describe the initial research and development that occurred. 
  • What role did the university play in facilitating the research to practice process? 
  • What other individuals or organizations provided support during the process?
  • Beyond the original R&D process through IES or ED grants, what additional R&D was needed to ready the intervention for larger scale use?
  • What model was used for dissemination and sustainability?
  • What advice would you provide to researchers who are looking to move their research from the lab to market? What steps should they take? What resources should they look for?

Check this page regularly to read new interviews.

We hope you enjoy the series.

This series is produced by Edward Metz of the Institute of Education Sciences

IES Celebrates Computer Science Education Week and Prepares for the 2020 ED Games Expo at the Kennedy Center

This week is Computer Science Education Week! The annual event encourages students from Kindergarten to Grade 12 to explore coding, with a focus on increasing representation among girls, women, and minorities. The event honors the life of computer scientist Grace Hopper, who broke the mold in the 1940s as a programming pioneer. Coding and computer science events are occurring in schools and communities around the country to celebrate the week.

This week is also a great time to highlight the computer science and engineering projects that are coming to Washington, DC for the 2020 ED Games Expo at the Kennedy Center on the evening of January 9, 2020. Developed with the support of the Institute of Education Sciences and other federal government offices, the projects provide different types of opportunities for students to learn and practice computer science and engineering skills with an eye toward examining complex real-world problems.

At the Expo, expect to explore the projects listed below.

  1. In CodeSpark Academy’s Story Mode, children learn the ABCs of computer science with a word-free approach by programming characters called The Foos to create their own interactive stories. In development with a 2019 ED/IES SBIR award.
  2. In VidCode, students manipulate digital media assets such as photos, audio, and graphics to create special effects in videos to learn about the coding. A teacher dashboard is being developed through a 2019 ED/IES SBIR award.
  3. Future Engineers uses its platform to conduct STEM challenges for Kindergarten to Grade 12 students. Developed with a 2017 ED/IES SBIR award.
  4. Fab@School Maker Studio allows students to design and build geometric constructions, pop-ups, and working machines using low-cost materials and tools from scissors to inexpensive 3-D printers and laser cutters. Developed with initial funding in 2010 by ED/IES SBIR.
  5. In DESCARTES, students use engineering design and then create 3-D print prototypes of boats, gliders, and other machines. Developed through a 2017 ED/IES SBIR award.
  6. In Ghost School, students learn programming and software development skills by creating games. In development with a 2018 Education Innovation and Research grant at ED.
  7. In Tami’s Tower, children practice basic engineering to help Tami, a golden lion tamarin, reach fruit on an overhanging branch by building a tower with blocks of geometric shapes. Developed by the Smithsonian Institution.
  8. In the Wright’s First Flight, students learn the basics of engineering a plane through hands-on and online activities, then get a firsthand look at what it looked (and felt) like to fly it through a virtual reality simulation. Developed by the Smithsonian Institution.
  9. In EDISON, students solve  engineering problems with gamified design software and simulate designs in virtual and augmented reality. In development with support from the National Science Foundation. 
  10. May’s Journey is a narrative puzzle game world where players use beginning programming skills to solve puzzles and help May find her friend and discover what is happening to her world. Developed with support from the National Science Foundation. 
  11. In FLEET, students engineer ships for a variety of naval missions, test their designs, gather data, and compete in nationwide naval engineering challenges. Developed with support from the U.S. Navy’s Office of Naval Research.
  12. Muzzy Lane Author is a platform for authoring learning games and simulations without requiring any programming skills. Developed in part with a Department of Defense award.

About the ED Games Expo: The ED Games Expo is the Institute’s and the Department of Education's annual public showcase and celebration of educational learning games as well as innovative forms of learning technologies for children and students in education and special education. At the Expo, attendees walk around the Terrace Level Galleries at the Kennedy Center to discover and demo more than 150 learning games and technologies, while meeting face-to-face with the developers. The Expo is free and open to the public. Attendees must RSVP online to gain entry. For more information, please email Edward.Metz@ed.gov.

Edward Metz is the program manager for the ED/IES Small Business Innovation Research program.

Christina Chhin is the program officer for the Science, Technology, Engineering, and Mathematics (STEM) Education research program.

Calling All Students to the Mars 2020 “Name the Rover” Contest

On August 27, 2019, NASA launched a national contest for Kindergarten to Grade 12 students to name the Mars 2020 rover, the newest robotic scientist to be sent to Mars.  Scheduled to launch aboard a rocket in July 2020 from Cape Canaveral Air Force Station in Florida and touch down on Mars in February 2021, the to-be-named rover weighs more than 2,300 pounds (1,000 kilograms) and will search for astrobiological signs of past microbial life, characterize the planet’s climate and geology, collect samples for future return to Earth, and pave the way for human exploration of the Red Planet.

By focusing the Mars 2020 “Name the Rover” contest on K to 12 students, NASA seeks to engage U.S. students in the engineering and scientific work that makes Mars exploration possible. The contest also supports national goals to stimulate interest in science, technology, engineering, and mathematics (STEM) and help create the next generation of STEM leaders.

Students can sign up and submit their entries for the competition at https://www.futureengineers.org/nametherover. Entries must include a proposed name for the rover and a short essay of 150 words or less explaining the reasons for the name. NASA will select 156 state winners (one from each state and age group), before narrowing down to the top 9 entries that will be part of a public poll. The grand prize winner who will name the rover will be selected and announced in spring of 2020.

Even if you are not a student you can still participate. US residents over the age of 18 can apply to be judges for the contest to help NASA make their selection.

The Mars 2020 Project at NASA’s Jet Propulsion Laboratory manages rover development for NASA’s Science Mission Directorate. NASA’s Launch Services Program, based at the agency’s Kennedy Space Center in Florida, is responsible for launch management.

NASA Partners with an ED/IES SBIR Awardee to Run the Contest

The education technology firm that NASA selected to help run the competition is Burbank, California-based, Future Engineers.  The “Name the Rover” contest leverages Future Engineers’ online challenge platform, which was developed with the support of a 2017 award from the US Department of Education and Institute of Education Sciences’ Small Business Innovation Research program (ED/IES SBIR).  The platform will receive, manage, display, and judge what is anticipated to be tens of thousands or more student submissions from around the country.

Future Engineers has a history of collaborating on space-themed student challenges. The company previously ran a national competition series in 2018 for the ASME Foundation with technical assistance from NASA, where K-12 students submitted digital designs of useful objects that could be 3D printed on the International Space Station, resulting in the first student-designed 3D print in space.

Future Engineers developed its 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 Mars 2020 “Name the Rover” contest will be the first naming challenge issued on its platform.

We look forward to the results of the competition!

Originally posted on the U.S. Department of Education’s Homeroom blog.


Edward Metz is a research scientist at the Institute of Education Sciences in the US Department of Education.

Bob Collom is an integration lead in the Mars Exploration Program at NASA Headquarters.


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 Mars Exploration Program (MEP)

NASA’s Mars Exploration Program (MEP) in the Planetary Science Division is a science-driven program that seeks to understand whether Mars was, is, or can be, a habitable world. To find out, we need to understand how geologic, climatic, and other processes have worked to shape Mars and its environment over time, as well as how they interact today. To that end, all of our future missions will be driven by rigorous scientific questions that will continuously evolve as we make new discoveries. MEP continues to explore Mars and to provide a continuous flow of scientific information and discovery through a carefully selected series of robotic orbiters, landers and mobile laboratories interconnected by a high-bandwidth Mars/Earth communications network.

IES at the Conference on Computing and Sustainable Societies

Over the summer, researchers, technologists, and policymakers gathered in Accra, Ghana for the Association for Computing Machinery’s Conference on Computing and Sustainable Societies (ACM COMPASS) to discuss the role of information technologies in international development.

Two IES-funded researchers from Carnegie Mellon University’s Program in Interdisciplinary Education Research, Michael Madaio and Dr. Amy Ogan, shared their research on developing voice-based early literacy technologies and evaluating their efficacy with low-literate, bilingual families in the Ivory Coast. 

Their research draws on methods from human-computer interaction, the learning sciences, and information-communication technology for development, to design educational technologies that are culturally and contextually appropriate.

Although the COMPASS conference focused on cross-cultural applications and technology for development, the research presented has implications for U.S. based education researchers, practitioners, and policymakers.

For instance, while research provides evidence for the importance of parental involvement in early literacy, parents with low literacy in the target language – as in many bilingual immigrant communities in the U.S. – may not be able to support their children with the explicit, instrumental help suggested by prior research (for example, letter naming or bookreading). This suggests that there may be opportunities for technology to scaffold low-literate or English Learners (EL) parental support in other ways.

At the conference, researchers described interactive voice-based systems (known as “IVR”) that help low-literate users find out about crop yields, understand local government policies, and engage on social media.  

This body of work has implications for designers of learning technologies in the U.S. Many families may not have a smartphone, but basic feature phones are ubiquitous worldwide, including in low-income, immigrant communities in the U.S. Thus, designers of learning technologies may consider designing SMS- or voice-based (such as IVR) systems, while schools or school districts may consider how to use voice-based systems to engage low-literate or EL families who may not have a smartphone or who may not be able to read SMS information messages.

In a rapidly changing, increasingly globalized world, research at IES may benefit from increased international engagement with international research, both focusing specifically on education, as well as information technology research that has implications for educational research, practice, and policy.

This guest blog was written by Michael Madaio. He is an IES Predoctoral Fellow in the Program in Interdisciplinary Education Research at Carnegie Mellon University. He is placed in the Human-Computer Interaction Institute.

Computational Thinking: The New Code for Success

Computational thinking is a critical set of skills that provides learners with the ability to solve complex problems with data. The importance of computational thinking has led to numerous initiatives to infuse computer science into all levels of schooling. High-quality research, however, has not been able to keep up with the demand to integrate these skills into K–12 curricula. IES recently funded projects under the Education Research Grants, the Small Business Innovation Research, and the Low-Cost, Short-Duration Evaluation of Education Interventions programs that will explore computational thinking and improve the teaching and learning of computer science.

 

  • Greg Chung and his team at the University of California, Los Angeles will explore young children’s computational thinking processes in grades 1 and 3. The team will examine students’ thought processes as they engage in visual programming activities using The Foos by codeSpark.
  • The team from codeSpark will develop and test a mobile game app for grade schoolers to learn coding skills through creative expression. The game supports teachers to integrate computational thinking and coding concepts across different lesson plans in English Language Arts and Social Studies.
  • VidCode will develop and test a Teacher Dashboard to complement their website where students learn to code. The dashboard will guide teachers in using data to improve their instruction.
  • Lane Educational Service District will work with researchers from the University of Oregon to evaluate the impact of the district’s Coder-in-Residence program on student learning and engagement.

IES is eager to support more research focused on exploring, developing, evaluating, and assessing computational thinking and computer science interventions inclusive of all learners. IES program officer, Christina Chhin, will speak at the Illinois Statewide K-12 Computer Science Education Summit on September 20, 2019 to provide information about IES research funding opportunities and resources focusing on computer science education.