The response to the second request for proposals from Next Generation Learning Challenges was outstanding. We were pleased to receive so many interested applicants and are excited to congratulate our Wave II winners.
The winners demonstrated both a strong history of results and a compelling path to expand the impact of their work.
Thanks to all who applied. Please see below for a complete list of the winners from Wave II of the Next Generation Learning Challenges grants.
Education Development Center, Inc.
Louisiana Department of Education
Massachusetts Institute of Technology
North Carolina State University
University of South Florida St. Petersburg
University of Wisconsin-Madison
Worcester Polytechnic Institute
Dr. Gabrielle Raapolt-Schlichtmann, Ed.D.
Universal Design for Learning Modules: Supporting Literacy in Physics
CAST and its content partner, the Education Development Center (EDC), will develop Universal Design for Learning Modules, a design tool that embeds learning supports and scaffolds based on universal design learning principles and supports Common Core standards for literacy in science. Using UDL Studio, CAST's open source authoring platform, the approach enables curriculum developers and teachers to easily create learning modules across a wide range of curriculum areas. We will enhance the UDL Studio with learning analytics and assessment and create one module with EDCs high-quality physics content that supports deeper learning and Common Core standards for a diverse group of students, especially disadvantaged, low-income and minority youth, and youth with disabilities. Back to top
Sylvia J. Barsion, Ph.D.
Transit to High School: Drop-in Modules to Prevent Dropouts
Classroom, Inc. (CI) simulated workplaces are the centerpiece of our program to accelerate growth in learning for students bored with "flat" and uninspiring experiences in school. The learners we serve are from low-income and urban middle and high schools and are reading below grade level and at risk of dropping out. We have 10 workplace simulations aligned with the Common Core Standards (CCS). For this proposal, we are refining The Sports Network. We want to use this grant to conduct "proof of concept" piloting of a Sports Network module, which addresses the first half of the CCS's Reading Standards for Informational Text. Chicago Public Schools and an innovation high school in New York City are partners in this project. Filament is our collaborator in refining the module's instructional activities and embedded assessments. Our goal for the "proof of concept" year is to work with 120 students. Back to top
Cliff Zintgraff
WhyCareers – Integrated Math, Science, and Career Education in a Learning-Based Virtual World
WhyCareers improves learning outcomes and promotes 21st century skills through an integrated middle school career, math, and science curriculum. The platform for delivery is Whyville, the learning-based virtual world for teens and tweens. In the WhyPower activity inside Whyville, students interact with a virtual power grid, learn math and science, and earn virtual career badges in the energy industry. WhyCareers lesson plans are cross-matched to standards in math, science, and career education, and include a tool to connect academic learning to local career pathways and jobs. This “proof of concept” project will enhance mathematics learning in WhyCareers, expand adoption, and perform rigorous assessment of learning outcomes. Back to top
Dr. Prasad Ram
Gooru: Learning is Social
Ednovo has developed a free web-based platform, Gooru that allows students to “search and study”- search for any lesson to find personalized Classbooks. Classbooks are organized into interactive study guides that include digital texts, online assessments and explanatory videos. While studying, students can connect with teachers and peers in the community to ask or answer questions, discuss material, and further enhance their learning experience.
Classbooks created by Ednovo are standards-aligned and contain engaging web materials, and open education resources (OER). By supporting interactive and collaborative learning methods, Ednovo increases college readiness, persistence, and student interest in STEM subjects. Ednovo is committed to honoring the right to education and students can access Gooru at no cost. Back to top
Education Development Center, Inc.
Cornelia Brunner
Wordplay Games: Building World Knowledge in the Core Content Areas
We propose a program of research and development to expand, scale, and test a set of digital games and associated activities designed to cultivate academic word knowledge for 7th grade students. The proposed work builds on Portable Wordplay, a current project funded by the Bill & Melinda Gates Foundation that is supporting the design, development, and field testing of two linked games for the Nintendo DSi, paper-based extension activities, and associated teacher support materials. We are seeking funding for three purposes: to support the elaboration of these games to make them relevant to a wider range of core content courses; to enable a shift in game platform from the DSi to the Web; and to evaluate the impact of the games on students’ academic word knowledge and on their self-efficacy as readers. This project will be led by the Center for Children & Technology, a research and development unit of the non-profit Education Development Center, Inc. Back to top
M. DAVID BURGHARDT
WISEngineering
WISEngineering is a “proof of concept” project that addresses 7th grade math and Common Core Math Standards by engaging students in real-life math problems using: numerical and algebraic expressions and equations; area, surface area, and volume; and ratios and proportional relationships. WISEngineering is a technology-based curriculum delivery, assessment, and feedback system that uses informed engineering pedagogy to introduce middle school math in innovative ways that will engage learners and educators, promote deeper conceptual understanding, and improve the quality of the experience. The open-source, freely accessible environment will provide support to high-need students who typically attend schools with limited resources. The use of hands-on math experiences to build, fabricate, and think will be particularly appealing to students who are often disengaged from traditional learning experiences and may eventually dropout. Back to top
Abigail Taylor
iCivics Argumentation Models
iCivics is an online civic education platform founded and led by Justice Sandra Day O'Connor. We propose to create Argumentation Modules to advance content-based literacy and critical thinking. These modules will give students the tools they need to argue effectively about issues that matter to them. While doing so, they will explore civics content more deeply, gain skills required by the Common Core Standards, engage in deeper learning, and ultimately prepare for college, career, and citizenship. iCivics has secured partnerships with experts in literacy, technology, and assessment to develop this solution. These partners include Dr. James Paul Gee, a New Literacy Studies scholar at Arizona State University; Dr. Peter Levine, Research Director at Tufts University; and Filament Games, educational game developer. We will scale the solution by leveraging state teams, distribution partners, and Justice O'Connor's advocacy around an integrated and flexible civics and literacy curriculum. Back to top
Scott Laidlaw, Ed.D.
Ko’s Journey
"The Oregon Trail of Math Games‚" "Math is Better than Recess‚" and "MATH CLASS ROCKS!" are just a few of the quotes stated about Imagine Education's math games. Supported by a pedagogical model with four consecutive years of data showing more than 80 percent gains on state test proficiency with low-income minority students, Ko's Journey achieves unprecedented learning results related to Common Core math standards. The reasons for such results stem from a simple approach -- providing highly engaging and purposeful math in an immersive world. Building on seven years of experience creating rich, story-based games, Imagine Education (IE) proposes an approach for wide-scale adoption of Ko's Journey. This includes optimizing deliverability, integrating curriculum with the world's largest virtual school, building brand and web presence, implementing high visibility pilot programs, and creating additional professional development tools. The objective is to ensure Ko's Journey reaches the population of students that inspired Dr. Scott Laidlaw to design these games in the first place -- those unlikely to succeed without exceptional curriculum intervention. Back to top
Louisiana Department of Education
Ken Bradford
Louisiana Virtual School - Algebra for the 21st Century
The Louisiana Department of Education's Louisiana Virtual School (LVS) program proposes to expand upon its nationally recognized online Algebra program. LVS students will have access to Common Core Standard learning modules via technology-enabled solutions that will improve mastery of Math Common Core Standards. The LVS online Algebra program is an exemplary program in Louisiana middle and secondary schools designed to improve student academic achievement opportunities by providing students and teachers with increased access to required courses, a rich curriculum, enrichment programs, and professional development opportunities utilizing 21st century technology. Solutions within the online Algebra course will be interactive with contextualized learning, multiple learning paths, embedded assessment, and scaffolded learning opportunities that result in deeper disciplinary understanding of knowledge concepts and opportunities to practice and develop skills and competencies.Back to top
Massachusetts Institute of Technology
Scott Osterweil
The Labyrinth Challenge: A National Competition for 7th and 8th Grade Math Students
The Education Arcade at MIT will conduct a national contest for 7th and eighth grade math classes to accelerate nationwide adoption of Lure of the Labyrinth, a web-served video game that supports significant gains in Common Core math proficiency and deeper learning skills. Labyrinth has already been formally adopted by four Maryland school districts and has been used by an estimated 20,000 students in their schools. The proposed competition will expand the user base by at least 75,000 students in multiple states. Inspired by the independent adoption of Labyrinth by teachers throughout Maryland, the proposed contest takes a teacher-initiated approach to scaling this tested solution. Gains in Common Core mastery and deeper learning skills among contest participants will be measured by built-in assessment tools associated with each of the game's nine modules. These gains will be compared with the gains of grade cohorts at the district level as measured by standardized tests. Back to top
North Carolina State University
Dr. James C Lester II
Promoting Literacy Education in Rural Schools with Intelligent Game-Based Learning Environments
Recent years have seen a growing recognition of the transformative potential of game-based learning technologies. With support from the National Science Foundation, for the past five years we have been creating intelligent game-based learning environments that utilize commercial game engines and leverage artificial intelligence to create customized learning experiences. Crystal Island is an intelligent game-based learning environment we have developed for middle grade students. Students interact with Crystal Island to solve a science mystery as they learn about microbiology. To date, more than 1,000 students have used Crystal Island, and rigorous studies have demonstrated that it helps students achieve significant learning gains. In the proposed work, Crystal Island will be extended to provide literacy education for middle grade students. The project will focus on the deployment of Crystal Island in classrooms of low SES rural middle schools in eastern North Carolina. Back to top
Mina C. Johnson
Immersive Embodied Interactive Whiteboards and STEM
We are seeking funds to create and further disseminate embodied learning modules for 7th through 9th graders using innovative motion-tracking technology to increase science knowledge via physical movement. The Embodied Interactive Whiteboard content will contain all the components that have been shown to be effective in increasing learning for all types of students in our larger platform system (SMALLab). These components include whole classroom collaboration, kinesthetic multimodal learning, highly visual and engaging game-like science, and math situations, as well as new "stealth" assessment methodologies. Back to top
Eric Westendorf
The LearningMatch
LearnZillion personalizes learning by giving students and teachers access to targeted, high-quality content linked to the Common Core Standards. The content consists of short, 3-5 minute video lessons taught by the best teachers across the country. Only videos which lead to high percentages of student mastery stay online. With LearnZillion, students can learn skills anywhere and anytime. Each time a student watches a lesson and completes the connected assessment, his or her academic profile is updated, showing which substandards they have mastered and recommending more lessons to address their needs. Teachers and parents keep track of student growth and teachers adjust each student's playlist. LearnZillion gives teachers the tools they need to quickly and successfully transition to the Common Core. In contrast to traditional professional development, teachers can access video lessons as needed; getting support with each Common Core Standard throughout the year. Back to top
Fethi Inan
Adaptive Problem Solving for Mathematics: Assessing and Adapting to Students While They Are Learning
The main objective of this “proof of concept” project is to increase students' mathematics problem solving (modeling) skills by incorporating modularized adaptive instruction, practice, and feedback based on learner characteristics (e.g., prior knowledge, learning performance). A previously designed adaptive web based tutorial (APS4Math) will be tailored and incorporated into high school and middle school mathematics classrooms. Back to top
Ivon Arroyo
Intelligent Digital Mathematics Tutoring for K-12 Students
Wayang Outpost is an adaptive mathematics tutoring system that has improved students’ standardized test scores and enhanced their motivation and positive attitudes toward math. The system provides instant feedback for teachers (reports, formative assessment) and students (expert tutoring, a variety of help aids). The focus is on at-risk students in 7th-9th grade in urban and rural Massachusetts, with a high emphasis on minorities, girls, low-income and low-achieving students. Students practice how to solve math problems that target Common Core Standards. The goals are to improve standardized test performance and class grades, while engendering excitement for math, building confidence, and decreasing frustration. Another focus is on real-time use of learner analytics for various stakeholders to improve student success. The project will promote deep math learning for all students and improve the likelihood that these students will continue on to college. Back to top
University of South Florida St. Petersburg
Vivian Fueyo, Ph.D.
SunBay Digital Mathematics for Middle Grades
The proposed SunBay Mathematics for Middle Grades project scales current efforts to more middle schools, targeting 2,500 middle school students in a large, urban school district. Students build mathematical meaning by thinking critically to solve complex problems and understand proportionality and linear functions in a connected and coherent way. By leveraging technology, students visualize, interact with, and analyze mathematical representations (graphs, tables, algebraic expressions) connected to dynamic simulations of real-life phenomena. The primary learning outcome is an increase in student gain scores on validated assessments aligned with the Common Core Standards. A secondary outcome is an expected increase in students FCAT 2.0 Mathematics Content Area Scores. Finally, teachers from the 10 middle schools will benefit through their participation in professional development, learning to integrate state-of-the-art pedagogy, technology, and deep mathematical understandings. Back to top
University of Wisconsin-Madison
Sadhana Puntambekar
Enhancing Literacy in Science Through Digital Text, Simulations, and Design Challenges
This project aims to implement a technology-rich, interactive learning environment consisting of multiple modes and representations, in the form of digital text, simulations, and design challenges. The overall goal of this project is to enhance digital and science literacy and deep understanding of science content by providing students with multiple opportunities to read, write, experiment, and explain science phenomena. Project materials address Common Core Standards in reading and writing, while at the same time providing opportunities for deepening science learning. Back to top
Jill Peters
Get the Math
Get the Math (GTM) is an innovative multimedia project that combines video and web interactivity to help middle and high school students develop the algebraic reasoning skills that form a critical building block for mathematical literacy. Students learn to apply mathematical reasoning to real-world problems through online challenges presented by professionals in fields of interest to teens, such as music production, fashion, and videogame development. Animation, graphics, music, a multiracial cast, and a reality-show production style are used to engage a wide range of learners. Additionally, GTM provides educators with free, easy-to-use technological tools that inspire and motivate students. WNET will expand adoption in the coming school year through in-person trainings with partner school districts (primarily Title 1 schools), online training tools, and national promotion and outreach that reaches thousands of additional teachers and students. Back to top
Worcester Polytechnic Institute
Neil Heffernan
ASSISTments: Using Web-Based Technologies to Support Grades Mathematics
The ASSISTments partnership of WPI, CELT, NEASP, and Edutopia proposes to deploy a tested, web-based learning tool to assist students receiving instruction on the Mathematics Common Core Standards for grades 7-9. ASSISTmentsis a browser-based "expert system"offering immediate assistance based on a student's incorrect answers to specific questions. Like an expert teacher, the system recognizes wrong answers as indicators that a student has not mastered prerequisite concepts or process skills. It uses this logic to apply appropriate assistance and provides the right feedback at the right time for students to develop a deeper understanding of underlying concepts. The project seeks to expand usage of ASSISTments to an additional 10,000 students by the summer of 2012, provide the accompanying professional development necessary for their teachers to garner the full potential from the system, and plan for scalability to 1 million students over five years. Back to top
