Inside IES Research

Notes from NCER & NCSER

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. 

A Growing Body of Research on Growth Mindset

Growth mindset is the belief that we can grow our intelligence by working hard at it and the idea has attracted a lot of interest in the education world in recent years. There have been best-selling books and many magazine and newspaper articles written about the power of a growth mindset.

In a recent national survey*, nearly all (98 percent) of 600 K-12 teachers said they think that a growth mindset improves their own teaching and helps their students learn. However, only 20% reported confidence in actually being able to help their students develop a growth mindset. This disparity highlights a need for additional research and development of growth-mindset based interventions, as well as research to understand how to best optimize implementation and outcomes.

For more than a decade, the Institute of Education Sciences (IES) has supported research on growth mindset. This includes a set of basic research studies to test a theory about growth mindset, an R&D project to build a technology-based growth mindset intervention, and an efficacy study to evaluate the impact of that intervention.

With a 2002 award from the IES Cognition and Student Learning Program (as well as grants from private foundations), researchers at Columbia and Stanford Universities conducted basic research to test and grow the growth mindset theory. This research provided a foundation for future R&D to develop school-based interventions focusing on applying growth mindset to student learning.

With a 2010 award from the ED/IES SBIR program, small business firm Mindset Works developed a web-based intervention to support teachers and grade 5 to 9 students in applying a growth mindset to teaching and learning. The Brainology intervention (pictured below) includes 20 animated interactive lessons and classroom activities for students on how the brain works and how it can become smarter and stronger through practice and learning. The intervention also teaches students specific neuroscience-based strategies to enhance attention, engagement, learning, and memory, and to manage negative emotions.

Brainology includes support materials for teachers to help them integrate the program and growth mindset concepts more generally into their daily activities at school. It is currently being used in hundreds of schools around the country.

And through a 2015 award from the Social and Behavioral Context for Academic Learning Program, researchers are now studying the efficacy of Brainology to improve students’ growth mindset and academic learning. In this four-year study, sixth- and seventh-grade science teachers are randomly assigned to either implement the program along with their school’s regular science curriculum or  continue with the regular science curriculum alone. Impacts of the growth mindset program on student mindsets and achievement (grades and test scores) are being measured in the early spring of the implementation year and in the fall of the following school year.
 
Follow us on Twitter and Facebook, or stay tuned to this blog, for more information about these and other research projects related to growth mindset.
 

Written by Emily Doolittle, NCER’s team lead for Social and Behavioral Research, and Ed Metz, ED/IES SBIR Program Manager

* - The survey indicates that growth mindset is of high interest to the general public and the education community. However, the Institute of Education Sciences was not involved in this survey and has not reviewed the methodology or results. 

The 2016 PI Meeting: Making it Matter

Hundreds of researchers, practitioners, and education scientists gathered in Washington D.C. for the 2016 IES Principal Investigators (PI) Meeting on December 15 & 16. 

The annual meeting provided an opportunity for attendees to share the latest findings from their IES-funded work, learn from one another, and discuss IES and U.S. Department of Education priorities and programs.

The theme of this year’s annual meeting was Making it Matter: Rigorous Research from Design to Dissemination and the agenda included scores of session that highlighted findings, products, methodological approaches, new projects, and dissemination and communication strategies. The meeting was organized by the two IES research centers—the National Center for Education Research and the National Center for Special Education Research—in collaboration with the three meeting co-chairs: Roberta Michnick Golinkoff, of the University of Delaware; Kathleen Lynne Lane, of the University of Kansas; and Grace Wardhana, CEO of Kiko Labs.

Attendees were active on Twitter, using the hashtag #IESPImtg. Several attendees took the opportunity to highlight why their research matters using a sign and a selfie stick. Below are some Twitter highlights of the 2016 PI meeting.  

 

See How IES is Supporting Technology-Delivered Assessments

For decades, student assessments have looked the same: multiple-choice or short-answer questions administered with pencil and paper, with all students receiving a common group of questions. Today, innovations in assessment design, greater understanding in the learning sciences, and new technology have all contributed to the way that assessments are administered and taken, and how the resulting information is shared with teachers, students, and families.

Since 2002, the Institute of Education Sciences (IES) has made more than 100 awards for the development of new assessments that are driven and delivered through technology.  The awards were made to a mix of academic researchers, entrepreneurial firms, and larger education research organizations. All of the projects included a rigorous research and development process, with studies to validate that assessments are measuring what is intended and pilots to test the promise of the technologies for improving student learning outcomes.

To highlight some of the technology-delivered assessments, IES has created YouTube Playlists that feature 57 videos in seven areas:

The assessments highlighted are delivered via mobile apps or through web-based computers and administered for different purposes. Some are diagnostic assessments used to screen students at the start of a new unit or year to identify areas where students struggle or areas to target with intervention. Many serve as performance assessments to determine how well students analyze information and draw conclusions when engaging in complex scenario-based activities. Others are summative assessments used to measure student performance during and at the end of the school year. Many also include a formative assessment component that adjusts based on the level of performance, and are designed to provide feedback and cues to students to inform the learning process.

A good number of the assessments are administered as simulations, games, scenarios, and puzzles, allowing for complex challenges where students can demonstrate mastery of knowledge and skills. Several enable new opportunities for assessment through the application of technological advances, such as natural language processing and machine-learning, read-aloud stories, fast-paced tasks that require students to respond, and speech recognition programs. Many save classroom time because the assessments are self-administered, and teachers benefit from the automatic grading as students go.  Most of the assessments also provide teachers information to guide practice through data dashboards or generated reports. Several of the assessments are already being used in school around the country.

Below are highlights from each of the playlists. It is important to note that none of assessments highlighted are wide enough in scope or configured to measure the full depth and breadth of State learning standards. Therefore, they are not sufficient to replace statewide summative assessments used for accountability and reporting purposes.  Collectively, however, the examples highlight the promise of technology-delivered assessments to improve and expand on existing approaches for measuring student learning and social and emotional skills, and for informing teacher instruction.  

Mathematics and Science

ASSISTments is web-based mathematics platform that assesses and then provides immediate feedback to students in grades 3-12, and generates teacher reports use to inform instruction. 

SimScientists is a simulation platform that formatively and summatively assesses science inquiry skills and knowledge aligned to middle school Next Generation Science Standards. 

Reading and Writing

RAPID is an adaptive literacy diagnostic and summative assessment system for students in Kindergarten through grade 12. 

Revision Assistant provides automated sentence-level in-line feedback to students during writing tasks aligned to Common Core State Standards. 

Social and Emotional Development

VESIP is a web-based simulated environment that measures the ability of students in grade 3-7 to interpret social cues which research demonstrates are needed to resolve conflicts. 

Early Learning

The School Readiness Curriculum Based Measurement System provides universal screening, benchmarking, and progress monitoring in language, literacy, mathematics, and science, for students in Pre-K and Kindergarten students. 

English Learning

ONPAR assesses the science and mathematics content knowledge and skills of English- and Spanish- speaking students using hyperlinks and animations to make questions accessible to all students. 

Tools for Teacher Practice

CLASS 5.0 automatically analyzes classroom discourse (student and teacher talking during class) and provides reliable profiles to guide and optimize how teachers lead instruction. 

Students With Disabilities or At Risk for Disabilities

NumberShire is a game-based mathematics intervention for students with, or at risk for, disabilities in Kindergarten through Grade 2. The game embeds instructional supports such as providing explicit, systematic, and frequent instruction, goal setting, and allowing students to work at their own pace. 

AnimalWatchVi Suite is an iPad app covering pre-algebra mathematics for middle and high school students with visual impairments. The app includes accommodation tools such as problem narration, audio hints, braille, and tactile graphics to provide accessible assessment. 

Written by Edward Metz, ED/IES SBIR program manager and IES Education Technology topic program officer.

Awards to Accelerate Research in Education Technology

The Institute of Education Sciences (IES), in partnership with the Small Business Administration (SBA), has made awards to two U.S.-based accelerators – organizations that provide support to technology developers and researchers in the development and launch of new innovations. They are among 68 awards made under SBA’s 2016 Growth Accelerator Fund Competition

The $50,000, one-year awards are designed to support accelerators in building the capacity of education technology small businesses to conduct research in the development and evaluation of new innovative products.

The Role of Accelerators in Education

Accelerators fill an important role in the fast-growing, education technology ecosystem by offering a “one-stop shop” for small businesses looking to advance their research and development, and commercialization processes. For example, accelerators assist with idea formation and market analysis, software development, licensing and copyright planning, networking, manufacturing, raising investment funds, and getting the products tested by schools.

However, not many education accelerators provide assistance to developers in conducting rigorous and relevant education research. Because start-ups typically do not employ or partner with education researchers, many new technologies are often not iteratively developed and refined based on feedback from students and teachers or evaluated for promise or efficacy in improving education outcomes. The lack of research-based information often leaves school practitioners without the information they need to guide decision making on whether to adopt a new intervention.

To help strengthen these areas, the U.S. Department of Education/IES partnered with SBA to create a new topic in this year’s Growth Accelerator Fund Competition—Education Technology Research. This topic called for applications from accelerators with plans to support developers in conducting education research, including research to inform concept idea development, research to test prototypes and inform refinements, and pilot studies to evaluate the promise and efficacy of fully developed technologies. Applications were reviewed by a panel of expert judges. The two awards were made to the following accelerators:

  • Virginia-based Jefferson Education, which will build a foundation for a national education researcher database to connect entrepreneurial developers to a qualified education research partners. The database will facilitate the creation of partnerships to carry out a wide range of research studies, from case studies to inform the development of a new intervention to experimentally designed studies of the education outcomes of fully developed technology interventions.
  • California-based New Schools Ignite/WestED Research Partnership, which will create a website with free resources and information on the role of different forms of research across the lifespan of a technology intervention, training and assistance in research methods, and with opportunities to conduct research in education settings. The funding will also be used develop data collection and analysis systems to help entrepreneurs understand the impact and effectiveness of the technologies housed within the accelerator.

Along with building the research capacity of developers, the awardees will disseminate information to developers about IES programs that fund research, development and evaluation, including the ED/IES Small Business Innovation Research program and the IES Research Grants Programs in Education Technology for Education and Special Education.

For more information about how IES is supporting the development of education technology, visit the IES website or follow us on Facebook and Twitter.