Inside IES Research

Notes from NCER & NCSER

IES Announces a New Research and Development Center for Self-Directed Learning Skills in Online College Courses

In response to a call from IES for research on how to best support postsecondary teachers and students to thrive in online environment, NCER is establishing a new research and development (R&D) center. This center, led by SRI International (SRI) and the Community College Research Center (CCRC) at Teachers College (Columbia University), aims to help faculty embed support for self-directed learning skills into their online and hybrid courses.

This R&D center will support postsecondary instructors in making optimal use of technology features often available in online course tools to bolster student self-management strategies. Through its research and capacity-building programs, the center aims to strengthen teaching and learning, improve student outcomes, and ensure all students—regardless of race, ethnicity, or socioeconomic status—have equitable learning opportunities and attainment in broad-access institutions.

“Lack of self-directed learning skills can hinder a student’s success in any college course,” says SRI’s Rebecca Griffiths, a lead researcher in the new center, “but the challenge is greater in online courses, which typically place more responsibility on students to manage their own learning.”

 

Self-directed learning skills, also known as self-regulated learning skills, encompass three interrelated and mutually reinforcing areas:

  • Affect, which includes self-efficacy and the motivation to learn
  • Strategic actions, which include planning, goal setting, strategies to organize, code, and rehearse
  • Metacognition, which includes self-monitoring, self-evaluating and self-correction

 

These three areas can form a virtuous cycle. When students believe that studying helps them learn important and useful knowledge, they are more likely to study strategically and effectively. Effective study habits in turn enhance academic performance and build positive mindsets including confidence, motivation around learning, and a sense of personal growth.

SRI and CCRC will partner with Achieving the Dream and nine broad-access, public colleges, and universities across the U.S. to conduct these research program activities.

 

The research goals of the R&D center are to—

  • Generate new knowledge about how faculty can effectively use technology features and instructional practices in online STEM courses to create a positive feedback loop for students
  • Shed light on institutional policies and practices and instructional environments needed to support a coherent, intentional, and sustainable approach to helping students build self-directed learning skills across their coursework
  • Develop and pilot a technology-enabled, skills development model that will use technology features already widely available in learning management systems, adaptive courseware, and mobile apps to deliver instruction on these skills
  • Using research findings to inform the development of a rich, interactive toolkit to support institutions and faculty as they implement self-directed learning skills instruction at scale in online programs.

 

In addition to carrying out the research activities, the center will provide national leadership and capacity-building activities for postsecondary teaching and learning. Through partnership with Achieving the Dream, technology developers, researchers, education equity advocates, and others, the center will establish the critical importance of integrating self-directed learning into instruction to improve teaching and learning and improve equity in postsecondary student outcomes. They will also engage faculty, instructional designers, and educational technology developers to share knowledge and to co-develop and disseminate capacity-building resources that support teaching these skills and strategies. 


The center is led by Dr. Deborah Jonas (PI, SRI International, top photo), Dr. Nicole Edgecombe (Co-PI, Teachers College, Columbia University), Dr. Rebecca Griffiths (Co-PI, SRI International), and Dr. Neil Seftor (Co-PI, SRI International).

This blog was written by the R&D center team. For further information about the grant, contact the program officer: Dr. Meredith Larson.

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 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.

Teachley’s Game Apps for Mathematics: From Research to Practice at Scale in Education

With a 2010 IES research grant, researchers at Teachers College, Columbia University conducted basic research and created prototype software programs for children in mathematics. In 2011, three members of the research team launched a startup and submitted a successful proposal to IES’s Small Business Innovation Research programs. With awards in 2012 and 2013, the developers created a suite of math game apps that support fact fluency and promote math strategy development. The apps all connect with a teacher dashboard that provides in-depth reports in real time and supports differentiation in math instruction. In 2013, Teachley’s Addimal Adventure won an Apple Design Award as one of the 12 best apps of 2014. Since their commercial launch in 2014, Teachley Apps have been downloaded 1.5 million times, and the Teachley suite of products are currently used in all 50 states and 2,000 schools.

Interview with Kara Carpenter, co-founder of Teachley

 

 

The three co-founders of Teachley were all classroom teachers before you met at Teachers College as graduate students in 2010. What led to your decision to go to graduate school to earn PhDs as researchers?

While teaching 2nd grade, I had the opportunity to receive professional development focused on elementary math content, and I became fascinated with how children develop their mathematical thinking. Years later, when I was getting a master’s in curriculum & teaching at Teachers College, I pursued a work study opportunity with Professor Herb Ginsburg, who focuses on early childhood math thinking. At the time in 2009, my cofounder Rachael Labrecque was already working with Professor Ginsburg, and the three of us submitted an application to IES to develop math software for young learners. That fall, I went back to classroom teaching, but when the application was funded in 2010, I decided to take the leap and accept a research fellowship to pursue a PhD. My other co-founder, Dana Pagar, joined our research team that fall, and the three of us decided to start Teachley in 2012 to bring all the great research on how kids learn math into marketable products.

 

Tell us about the research projects that you were involved with in graduate school.

We worked on a project developing math software for grades pre-K to 3, called MathemAntics. We developed dozens of activities and conducted small learning studies along the way. In the third year, we conducted an RCT with approximately 400 students in grades PreK - 2. Each of our dissertations involved different elements of the project. Mine focused on teaching and detecting kids’ single-digit addition strategies. Dana’s focused on continuous versus discrete blocks, while Rachael studied teachers’ preparedness to integrate technology into their classrooms.

 

How did you come up with the idea to develop apps that would be used in schools on a wide scale basis?
Originally, we were looking for a company who might want to take these research findings and turn them into commercial products. We were meeting with various business leaders, and one of them turned to us and said, “You should do this. You should start a company to bring your ideas to market.” That’s the push we needed to think of ourselves as potential startup founders.

 

How did you find out about the SBIR program at the US Department of Education’s Institute of Education Sciences? How important was the first SBIR award for launching Teachley?

Once we decided to start Teachley, we knew that SBIR would be a great resource for us. The MathemAntics project had actually started out as an NIH SBIR Phase I with a different company. That first ED/IES SBIR award is the reason that Teachley became a company. Without that funding, we would not have been able to prove ourselves capable of bringing a product to market. Institutional investors aren’t taking those kinds of risks, and angel investment is too tied into social networks and who you know.

 

Was Teachers College supportive of its graduate students starting a small business and getting an award to develop apps? Did anyone at the university offer advice or guidance on how to operate a small business?

Leaving the university was tricky because we had research fellowships when we started the company. However, the Teachers College president at the time, Susan Fuhrman, and the provost, Tom James, were supportive of our startup. We speak and participate in various discussions and events at Teachers College, which keeps us connected to the university and the research.

 

How does Teachley ensure that research is integrated into your development and validation process?

Before developing any new product idea, we look to the research to see what’s already been learned about the topic, especially as it relates to struggling learners. During the early stages of development, we rely on close observations of students as they use pencil/paper mockups and early software builds. As a team, we closely review videos of students working through problems, looking to find better, more intuitive ways to support students’ thinking. Once we have a functional prototype, we use more formal evaluative techniques to determine our impact on student learning.

 

What models have you used to commercialize Teachley on a widespread basis?

We have tried out many different revenue models. Initially, we tried publishing the games for free and charging schools for the formative assessment data. However, we soon found that bundling the games and data together into a single subscription worked better for schools. With our latest game, Market Bay, we are trying a new model where educators create a free account, and parents subscribe to have access at home. Schools who subscribe to Teachley get home access to Market Bay and our other games for all of their families.

 

Have you raised funds from venture capitalists? Why or why not?

Not yet. Raising money from venture capitalists can put you on a succeed-or-fail-fast treadmill that isn’t always a great fit for the education market. Many investors are looking for a 70x return within just a few years or they abandon ship. Developing great educational software takes time for both the iterative design process and the research to prove your effectiveness. We are just now at the stage where raising venture capital may soon make sense because we have enough content to scale our school/district sales.

 

When COVID-19 emerged and schools closed, you made your apps freely available to teachers and students in their classes, and 15,000 teachers and students were able to access your products. What was that experience like?

Teachers are looking for digital products that will deeply engage students and support true learning. We’re a great fit. However, schools across the country are suffering budget shortfalls at the same time as they need to spend more to ensure they meet safety standards. We’re working with schools and teachers to find alternative ways to fund our program, from parent organizations to Donors Choose to corporate partnerships.

 

None of you had had formal business training prior to founding Teachley. Do you have advice for those who are interested in starting an entrepreneurial small business to develop education technology that can be used in schools?

My advice would be to know your users and implementation deeply. If you don’t have a background in teaching, spend time volunteering in schools. Become a close observer of children and their thinking, so you can create products that support and bring out children’s genius.

 

 ____________________________________________________________________________

Kara Carpenter is cofounder of Teachley (@teachley), an edtech startup focused on promoting deep math thinking and learning. Kara has over 10 years of teaching experience and was a National Board Certified Teacher with a PhD in Cognition and Learning from Teachers College, Columbia University. Her dissertation went on to become an Apple Design Award winning app, Addimal Adventure.

This interview was produced by Ed Metz (Edward.Metz@ed.gov) of the Institute of Education Sciences. This post is the sixth in an ongoing series of blog posts examining moving from university research to practice at scale in education.

 

 

ASSISTments: From Research to Practice at Scale in Education

ASSISTments is a free, web-based formative assessment platform for teachers and students in Grades 3 through 12. The tool is designed for teachers to easily assign students math problems from OER textbooks such as Illustrative Math and EngageNY, existing item banks, or items they have developed on their own. ASSISTments will continually assess students as they solve math problems and provide immediate feedback and the chance to try again. The computer-generated reports provide teachers with information to make real-time adjustments to their instruction. Teachers can use it with their school’s existing learner management systems, such as Google Classroom and Canvas. Watch a video here.

 

 

Over the past 13 years, ASSISTments was developed and evaluated with the support of a series of IES and National Science Foundation awards. With a 2003 IES award to Carnegie Mellon University and Worcester Polytechnic Institute (WPI), researchers created the first version of ASSISTments. The system was populated with Massachusetts high-stakes mathematics test questions and the tutoring for the questions was authored by WPI staff with assistance from local teachers. After students completed problems assigned by the teacher, reports provided teachers with information about question difficulty and the most commonly submitted wrong answers, initiating class discussions around the completed assignments. In 2007, researchers at WPI received an award to build additional functionalities in the ASSISTments program so that teachers could assign supports (called “skill builders”) to students to help them master content.  An additional eight grants allowed the researchers to create other features. 

With a 2012 IES research grant award, SRI evaluated the efficacy of the ASSISTments program as a homework tool for academic learning.  In the study, the researchers took all 7th grade textbooks in the State of Maine and added answers to homework problems into ASSISTments.  The results of the efficacy trial demonstrated that teachers changed their homework reviewing behavior, mathematical learning improved an extra three quarters of a year of schooling, and using ASSISTments reliably closed achievement gaps for students with different achievement levels. ASSISTments is currently being evaluated again through two IES studies, with over 120 schools, to attempt to replicate this result. To view all publications related to ASSISTments, see here.

As of 2020, ASSISTments has been used by approximately 60,000 students with over 12 million problems solved.

 

Interview with Neil Heffernan and Cristina Heffernan

From the start of the project, was it always a goal that ASSISTments would one day be used on a wide scale?

We created ASSISTments to help as many teachers and students as possible. After we learned that the ASSISTments intervention was effective, we set the goal to have every middle school student in the country get immediate feedback on their homework. We created ASSISTments to be used by real teachers and have been improving it with each grant. Because of the effectiveness of ASSISTments, we kept getting funded to make improvements allowing our user base to grow.

At what point was ASSISTments ready to be used at a large scale in schools?

We were ready in year one because of the simplicity of our software. Now that we integrated seamlessly with Google Classroom, most teachers can use the system without training!

ASSISTments is backed by a lot of research, which would make some think that it would be easy for many schools to adopt. What were (or are) the biggest obstacles to ASSISTments being used in more schools?

A big obstacle has been access to technology for all students. The current environment in schools is making that less and less of a barrier. Now, teachers are looking for effective ways to use the computers they have.      

What options did you consider to begin distributing ASSISTments?

We had major companies try to buy us out, but we turned them all down. We knew the value was being in control so we could run research studies, let others run research studies and AB test new ideas. It was important to us to keep ASSISTments free to teachers. It is also a necessity since we crowdsource from teachers.

How do you do marketing?

Our biggest obstacle is marketing. But we are lucky to have just received $1 million in funding from a philanthropy to create a nonprofit to support the work of making our product accessible. Foundation funding has allowed us to hire staff members to write marketing materials including a new website, op-eds, blog posts and press releases. In addition to our internal marketing staff member, we work extensively with The Learning Agency to get press and foundation support for ASSISTments.

What costs are associated with the launch and distribution of ASSISTments, including marketing? Will a revenue model needed sustain ASSISTments over time?

When creating ASSISTments, we didn’t want a traditional business model based on schools paying. Our vision for future growth, instead, focused on crowdsourcing ideas from teachers and testing them. We are trying to replicate the Wikimedia platform idea created by Jimmy Wales. He crowdsources the content that makes up the encyclopedia, so it must be free. We envision using ASSISTments to help us crowdsource hints and explanations for all the commonly used questions in middle school mathematics.  

Do you have any agreement about the IP with the universities where ASSISTments was developed?

The ASSISTments Foundation was founded in 2019 and supports our project work in tandem with Worcester Polytechnic Institute due to our integration with research. The close relationship takes care of any issues that would arise with intellectual property. Additionally, the fact that we are a nonprofit helps address these issues.

How do you describe the experience of commercializing ASSISTments? What would you say is most needed for gaining traction in the marketplace?

Even though we are free, we do have several competitors. To gain traction, we have found that word of mouth is an effective disseminator and our positive efficacy trial result. Currently, there are many teachers on Facebook sharing how much they like ASSISTments. We also attend conferences and are working on an email campaign to get new users onboard.

Do you have advice for university researchers seeking to move their laboratory research into widespread practice?

Make sure your work is accessible and meaningful! We are solving a super-pervasive problem of homework in schools. Everyone finds meaning in making homework better.


Neil Heffernan (@NeilTHeffernan) is a professor of computer science and Director of Learning Sciences and Technologies at Worcester Polytechnic Institute.  He developed ASSISTments not only to help teachers be more effective in the classroom but also so that he could use the platform to conduct studies to improve the quality of education.  

Cristina Heffernan (@CristinaHeff) is the Lead Strategist for the ASSISTments Project at WPI. She began her career in education as a math teacher in the Peace Corps and after went on to teach middle school math in the US.  She began working with teachers while a graduate student at the University of Pittsburgh. As one of the co-founders of ASSISTments, Cristina has nurtured the system to be a tool for teachers to improve what they already do well in the classroom. 


This interview was produced by Edward Metz of the Institute of Education Sciences. This is the fourth in an ongoing series of blog posts examining moving from university research to practice at scale in education.​