EDC is cosponsoring the 9th annual Massachusetts STEM Summit for policymakers, educators, and business leaders to discuss education initiatives in science, technology, engineering, and mathematics, and progress on implementation of the statewide STEM plan. The summit will be held October 18 at Gillette Stadium in Foxborough, Massachusetts.
EDC was awarded a literacy innovation grant from the U.S. Agency for International Development. EDC’s innovation will be piloted in the Philippine and centers on developing low-cost mobile phone technology to improve the collection and use of student reading performance data.
How can digital games support conceptual learning? And how can games be made accessible and useful for teachers? Those are the questions addressed by Possible Worlds, a five-year research and development effort led by EDC.
The U.S. Agency for International Development (USAID) today awarded EDC a literacy innovation grant as part of the international education competition All Children Reading: A Grand Challenge for Development.
Electronic Teacher’s Guide, or eTG, is a research and development project of EDC. The aim of eTG is to enhance the ability of teachers to provide science education.
The project will:
Develop a prototype eTG
Conduct classroom-based studies to determine the impact of eTG on teachers’ learning and practice, particularly in relation to the fidelity with which teachers modify and adapt instructional materials at the secondary level
Drawing on their expertise in mobile learning (m-learning), EDC staff members will present several innovative ideas at the second annual mEducation Alliance International Symposium. The conference, which will focus on using mobile technologies to improve literacy and job skills and create partnerships, will be held September 5–7 in Washington, D.C.
The Somali Interactive Radio Instruction Program (SIRIP) provides high-quality interactive audio programs to Somali children attending formal, non-governmental, Quranic and community schools. With the assistance of the audio programs, teachers lead the classes and are thus trained in interactive teaching methods which include stories, activities, educational songs and other forms of active learning pedagogy. Supplemental materials accompany the programs, providing schools with the resources to support sound, primary-level instruction.
The Shaqodoon program was created to provide Somali youth with greater access to training, internships, work and self-employment opportunities in order to productively engage youth and add to the stability and development of the region. Shaqodoon is Somali for “jobseekers”.
In collaboration with the Institute of Computer Technology, Intel Corporation has created Teach to the Future, a curriculum to help teachers integrate technology into their classroom practice.
Teach to the Future emphasizes the use of technology by students and supports teachers in creating technology-rich units for their existing curriculum. The program trains master teachers, who in turn train classroom teachers in their own districts.
Using electronic games, Portable Word Play addresses the need for more innovative approaches to teaching and learning with games. The goal is to combine engaging, creative forms of play with instructional impact that teachers will recognize and value.
The project is designing, developing, and field-testing two video games for the handheld Nintendo DSi. The goal is to improve the general literacy and reading comprehension skills of struggling middle-grade students.
Be a Scientist! is a full-scale development project that examines the impact of a scalable STEM (science, technology, engineering, and math) afterschool program that trains engineers to develop and teach inquiry-based Family Science Workshops (FSWs) in underserved communities.
The project targets underserved youth in grades 1–5 in Los Angeles and New York, their parents, and engineering professionals. The science activities are provided in a series of FSWs that occur in afterschool programs in eight partner schools in Los Angeles and at the New York Hall of Science in New York City.
By seamlessly integrating technology into learning, Cisco and its 21S program supporters hope to deliver a richer education experience to tens of thousands of students and teachers in Mississippi and Louisiana.
Based on the lessons learned and successes in these schools, 21S will then be used as a blueprint for transforming other schools into 21st-century models.
The Enhanced Assessment project is a federally funded 18-month project that supports New England states in their development of large-scale assessments that address the needs of students with disabilities and English-language learners.
ScienceQuest was a unique after-school program that supported community-based organizations who wanted to increase staff and organizational capacity; assisted youth (ages 10–14) in learning science, technology, and literacy; and increased the youths’ positive experiences with learning. Through training in I-Search methods and ongoing in-person and electronic support, coaches lead small groups in personally relevant explorations documented through youth-designed Web sites.
EDC/CCT developed Web-based tools to support students and teachers as historical thinkers. With an interdisciplinary team of humanities scholars and teachers, we created several kinds of online inquiry guides around primary historical materials related to the building of modern America from 1880 to 1920.
The Ford Partnership for Advanced Studies (Ford PAS) program includes an interdisciplinary high school curriculum that challenges students academically while also developing their problem-solving, teamwork, and communication skills.
This project has developed a common language and framework for the teaching of information technology (IT) applications across 6 of the 16 career clusters identified by the U.S. Department of Education. In partnership with the National Association of State Directors of Career and Technical Education, EDC works with community college faculty to develop an electronic library of learning resources, including problem-based scenarios, to assist faculty in integrating IT into their programs and courses.