- Award ID(s):
- 1721003
- NSF-PAR ID:
- 10302833
- Date Published:
- Journal Name:
- Systems
- Volume:
- 9
- Issue:
- 10
- ISSN:
- 2079-8954
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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As K-12 engineering education becomes more ubiquitous in the U.S, increased attention has been paid to preparing the heterogeneous group of in-service teachers who have taken on the challenge of teaching engineering. Standards have emerged for professional development along with research on teacher learning in engineering that call for teachers to facilitate and support engineering learning environments. Given that many teachers may not have experienced engineering practice calls have been made to engage teaches K-12 teachers in the “doing” of engineering as part of their preparation. However, there is a need for research studying more specific nature of the “doing” and the instructional implications for engaging teachers in “doing” engineering. In general, to date, limited time and constrained resources necessitate that many professional development programs for K-12 teachers to engage participants in the same engineering activities they will enact with their students. While this approach supports teachers’ familiarity with curriculum and ability to anticipate students’ ideas, there is reason to believe that these experiences may not be authentic enough to support teachers in developing a rich understanding of the “doing” of engineering. K-12 teachers are often familiar with the materials and curricular solutions, given their experiences as adults, which means that engaging in the same tasks as their students may not be challenging enough to develop their understandings about engineering. This can then be consequential for their pedagogy: In our prior work, we found that teachers’ linear conceptions of the engineering design process can limit them from recognizing and supporting student engagement in productive design practices. Research on the development of engineering design practices with adults in undergraduate and professional engineering settings has shown significant differences in how adults approach and understand problems. Therefore, we conjectured that engaging teachers in more rigorous engineering challenges designed for adult engineering novices would more readily support their developing rich understandings of the ways in which professional engineers move through the design process. We term this approach meaningful engineering for teachers, and it is informed by work in science education that highlights the importance of learning environments creating a need for learners to develop and engage in disciplinary practices. We explored this approach to teachers’ professional learning experiences in doing engineering in an online graduate program for in-service teachers in engineering education at Tufts University entitled the Teacher Engineering Education Program (teep.tufts.edu). In this exploratory study, we asked: 1. How did teachers respond to engaging in meaningful engineering for teachers in the TEEP program? 2. What did teachers identify as important things they learned about engineering content and pedagogy? This paper focuses on one theme that emerged from teachers’ reflections. Our analysis found that teachers reported that meaningful engineering supported their development of epistemic empathy (“the act of understanding and appreciating someone's cognitive and emotional experience within an epistemic activity”) as a result of their own affective experiences in doing engineering that required significant iteration as well as using novel robotic materials. We consider how epistemic empathy may be an important aspect of teacher learning in K-12 engineering education and the potential implications for designing engineering teacher education.more » « less
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Objective Over the past decade, we developed and studied a face-to-face video-based analysis-of-practice professional development (PD) model. In a cluster randomized trial, we found that the face-to-face model enhanced elementary science teacher knowledge and practice and resulted in important improvements to student science achievement (student treatment effect, d = 0.52; Taylor et al, 2017; Roth et al, 2018). The face-to-face PD model is expensive and difficult to scale. In this paper, we present the results of a two-year design-based research study to translate the face-to-face PD into a facilitated online PD experience. The purpose is to create an effective, flexible, and cost-efficient PD model that will reach a broader audience of teachers. Perspective/Theoretical Framework The face-to-face PD model is grounded in situated cognition and cognitive apprenticeship frameworks. Teachers engage in learning science content and effective science teaching practices in the context in which they will be teaching. There are scaffolded opportunities for teachers to learn from analysis of model videos by experienced teachers, to try teaching model units, to analyze video of their own teaching efforts, and ultimately to develop their own unit, with guidance. The PD model attends to the key features of effective PD as described by Desimone (2009) and others. We adhered closely to the design principles of the face-to-face model as described by Authors, 2019. Methods We followed a design-based research approach (DBR; Cobb et al., 2003; Shavelson et al., 2003) to examine the online program components and how they promoted or interfered with the development of teachers’ knowledge and reflective practice. Of central interest was the examination of mechanisms for facilitating teacher learning (Confrey, 2006). To accomplish this goal, design researchers engaged in iterative cycles of problem analysis, design, implementation, examination, and redesign (Wang & Hannafin, 2005) in phase one of the project before studying its effect. Data Three small pilot groups of teachers engaged in both synchronous and asynchronous components of the larger online course which began implementation with a 10-week summer course that leads into study groups of participants meeting through one academic year. We iteratively designed, tested, and revised 17 modules across three pilot versions. On average, pilot groups completed one module every two weeks. Pilot 1 began the work in May 2019; Pilot 2 began in August 2019, and Pilot 3 began in October 2019. Pilot teachers responded to surveys and took part in interviews related to the PD. The PD facilitators took extensive notes after each iteration. The development team met weekly to discuss revisions. We revised all modules between each pilot group and used what we learned to inform our development of later modules within each pilot. For example, we applied what we learned from testing Module 3 with Pilot 1 to the development of Module 3 for Pilots 2, and also applied what we learned from Module 3 with Pilot 1 to the development of Module 7 for Pilot 1. Results We found that community building required the same incremental trust-building activities that occur in face-to-face PD. Teachers began with low-risk activities and gradually engaged in activities that required greater vulnerability (sharing a video of themselves teaching a model unit for analysis and critique by the group). We also identified how to contextualize technical tools with instructional prompts to allow teachers to productively interact with one another about science ideas asynchronously. As part of that effort, we crafted crux questions to surface teachers’ confusions or challenges related to content or pedagogy. We called them crux questions because they revealed teachers’ uncertainty and deepened learning during the discussion. Facilitators leveraged asynchronous responses to crux questions in the synchronous sessions to push teacher thinking further than would have otherwise been possible in a 2-hour synchronous video-conference. Significance Supporting teachers with effective, flexible, and cost-efficient PD is difficult under the best of circumstances. In the era of covid-19, online PD has taken on new urgency. NARST members will gain insight into the translation of an effective face-to-face PD model to an online environment.more » « less
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Objective Over the past decade, we developed and studied a face-to-face video-based analysis-of-practice PD model. In a cluster randomized trial, we found that the face-to-face model enhanced elementary science teacher knowledge and practice, and resulted in important improvements to student science achievement (student treatment effect, d = 0.52; Taylor et al., 2017: Roth et al., 2018). The face-to-face PD model is expensive and difficult to scale. In this poster, we present the results of a two-year design-based research study to translate the face-to-face PD into a facilitated online PD experience. The purpose is to create an effective, flexible, and cost-efficient PD model that will reach a broader audience of teachers. Perspective/Theoretical Framework The face-to-face PD model is grounded in situated cognition and cognitive apprenticeship frameworks. Teachers engage in learning science content and practices in the context in which they will be teaching. In addition, there are scaffolded opportunities for teachers to learn from model videos by experienced teachers, try model units, and ultimately develop their own unit, with guidance. The PD model also attends to the key features of effective PD as described by Desimone (2009) and others. We adhered closely to the design principles of the face-to-face model as described by Roth et al., 2018. Methods We followed a design-based research approach (DBR: Cobb et al., 2003: Shavelson et al., 2003) to examine the online program components and how they promoted or interfered with the development of teachers’ knowledge and reflective practice. Of central interest was the examination of mechanisms for facilitating teacher learning (Confrey, 2006). To accomplish this goal, design researchers engaged in iterative cycles of problem analysis, design, implementation, examination, and redesign (Wang & Hannafin, 2005). Data We iteratively designed, tested, and revised 17 modules across three pilot versions. Three small groups of teachers engaged in both synchronous and asynchronous components of the larger online course. They responded to surveys and took part in interviews related to the PD. The PD facilitators took extensive notes after each iteration. The development team met weekly to discuss revisions. Results We found that community building required the same incremental trust-building activities that occur in face-to-face PD. Teachers began with low-risk activities and gradually engaged in activities that required greater vulnerability (sharing a video of themselves teaching a model unit for analysis and critique by the group). We also identified how to contextualize technical tools with instructional prompts to allow teachers to productively interact with one another about science ideas asynchronously. As part of that effort, we crafted crux questions to surface teachers’ confusions or challenges related to content or pedagogy. Facilitators leveraged asynchronous responses to crux questions in the synchronous sessions to push teacher thinking further than would have otherwise been possible in a 2-hour synchronous video-conference. Significance Supporting teachers with effective, flexible, and cost-efficient PD is difficult under the best of circumstances. In the era of COVID-19, online PD has taken on new urgency. AERA members will gain insight into the construction of an online PD for elementary science teachers/ Full digital poster available at: https://aera21-aera.ipostersessions.com/default.aspx?s=64-5F-86-2E-15-F8-C3-C0-45-C6-A0-B7-1D-90-BE-46more » « less
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Abstract This paper presents an implementation of Connected Spaces (CxS)—an ambient help seeking interface designed and developed for a project‐based computing classroom. We use actor network theory (ANT) to provide an underutilized posthumanist lens to understand the creation of collaborative connections in this Computational Action‐based implementation. Posthumanism offers an emerging and critical extension to sociocultural perspectives on understanding learning, by pushing us to decenter the human, and consider the active roles that human and non‐human entities play in learning environments by actively shaping each other. We analyse how students in this class adjusted their help‐seeking and collaborative habits following the introduction of CxS, a tool designed to foster (more inter‐group) collaboration. ANT proposes generalized symmetry—a principle of considering human, non‐human and more than human entities with equivalent and comparable agency, leading to describing phenomena as networks of actors in different evolving relationships with each other. Analysing collaborative interactions as fostered by CxS using an ANT approach supports design‐based research—an iterative design revision process highlighting understandings about design as well as learning—by providing a temporal and informative lens into the relationship between actors and tools within the environment. Our key findings include a framing of technologies in classrooms as bridging
agentic gaps between students and becoming actors engaging in different behaviours; learners enacting new agencies through technologies (for instance a more comfortable non‐intrusive help seeker), and the need for voicing and teachers to connect help networks in CxS equipped classrooms.Practitioner notes What is already known about this topic
Collaborative learning is a valuable skill and practice; opportunities to mentor others are critical in empowering minoritized learners, especially in STEM and computing disciplines.
School norms solidify a power and expertise hierarchy between teachers and learners and fail to productively support learners in learning from each other.
Additionally, lack of awareness about peers' knowledge is a common hindrance in students knowing who to ask for help and how.
What this paper adds
An example of a designed interface called Connected Spaces with potential to foster more inter‐student collaboration, especially outside of mandated within‐group collaboration—in the form of cross‐group help seeking and help giving.
A design based research study using actor network theory highlighting the limitations of Connected Spaces in sparking notable behaviour change among students by itself but being retooled as a teacher support tool in enabling cross‐group collaborations.
Presenting conceptions of collaboration through technologies as bridging agentic gaps and acting with new agencies in performing help‐seeking related actions.
Provoking the idea of testing emerging technologies in classrooms along with sharing our analyses and reflections with the classroom as a key idea in computing education—surfacing the gap between designed intentions and the different kinds of extra social work needed in the on‐ground success of different technologies.
Implications for practice and/or policy
Designers and researchers should create and test more interfaces alongside teachers across different classrooms and contexts aimed at supporting different kinds of voluntary collaborative interactions.
Curricula, standards and school practices should further center providing students with opportunities to engage as mentors and build communities of learning across disciplines to empower minoritized students.
Researchers engaging in design based research should consider using more posthumanist lenses to examine educational technologies and how they affect change in learning environments.
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This research article contributes to the growing literature highlighting the potential for innovation in mathematics education through design cycles that involve creative risk-taking and failure-based learning. Specifically, we explore how “failed” cycles of StoryCircles—a practice-based professional development approach that centers on teacher collaboration—have been productive in fostering innovations within the program. Our focus is on the challenges that arose in our efforts to enable feedback mechanisms within the StoryCircles system that support teachers’ interrogation of their own instructional practice, as they collaboratively develop lessons and expand their collective knowledge base for teaching mathematics. Through examples of three challenges, we illustrate how various lesson artifacts, including those constructed by teachers in anticipation of implementation and those extracted from actual implementations, failed to serve as the sole source of feedback for supporting teachers’ growth.more » « less