DevelopingKinderTEK,aniPad* …...3yrIES 3*Year!IES!DevelopmentGrant Dev’tGrant 201112 201213...

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Developing KinderTEK, an iPad Mathema7cs Interven7on for At Risk Kindergartners Mari Strand Cary Benjamin Clarke Center on Teaching & Learning, University of Oregon Mike Biglan Kat Swanson Concentric Sky

Transcript of DevelopingKinderTEK,aniPad* …...3yrIES 3*Year!IES!DevelopmentGrant Dev’tGrant 201112 201213...

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Developing  KinderTEK,  an  iPad  Mathema7cs  Interven7on  for  At-­‐

Risk  Kindergartners    

Mari  Strand  Cary    Benjamin  Clarke  Center  on  Teaching  &  Learning,  University  of  Oregon      Mike  Biglan    Kat  Swanson  Concentric  Sky    

cathywatkins
Typewritten Text
© Copyright 2012 Center on Teaching and Learning, University of Oregon
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CTL  

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CSKy  

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3-­‐Year  IES  Development  Grant  3-­‐yr  IES  Dev’t  Grant   2011-­‐12   2012-­‐13   2013-­‐14  

Start-­‐up   X  Conceptualization   X  Iterative  Development  &  Revision   X   X   X  

Usability  Studies:  -­‐-­‐User-­‐testing  -­‐-­‐Focus  groups  

 X  

 X  

 X  

Feasibility  Study   X  Pilot  Study     X  Release,  marketing,  expansion?  

                     X  

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Today’s  discussion…  

Ini$al'and'itera$ve'design'

process'

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Why  are  you  here?  

•  Name,  role    •  Why  did  you  choose  to  aHend  this  session?    

•  What  are  you  interested  in  discussing  today?  

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We  need  Kindergarten  math  intervenKons  

•  U.S.  students  generally  perform  poorly  in  mathemaKcs  –  NAEP:  Only  40%  of  4th  graders  and  34%  of  8th  graders  were  deemed  at  or  above  proficient    

(NCES,  2011)    –  Students  from  low  income  and  minority  backgrounds  struggle  even  more  (NCES,  2011)    

•  Poor  kindergarten  math  performance  o\en  translates  to  poor  math  performance  later  (Duncan  et  al.,  2007;  Hanich,  Morgan,  Farkas,  &  Wu,  2009;  Morgan  et  al.,  2009)  

   Lowest  10%  in  K?              Lowest  10%  in  Grade  5    (Morgan  et  al.,  2009)    

•  Kids  need  a  successful  start  in  mathemaKcs  –  Best  chance?  Target  conceptual  understanding  of  whole  number  (Gersten,  Beckmann,  et  al.,  

2009;  Milgram,  2007;  NaKonal  Research  Council,  2001;  Wu,  2007)    

70%  chance  

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BUT  the  field  isn’t  there  yet.  •  Technology-­‐based  instrucKon  has  generally…  –  not  been  studied  in  a  rigorous  way    –  not  meaningfully  increased  achievement      (Slavin  and  Lake,  2008;  Collins  &  Halverson,  2009;  Polson  &  Morgan,  2010).    

•  Why?  We  expect  the  lack  of  success  is  due  to  exisKng  technology…  –  not  being  sufficiently  student-­‐  and  classroom-­‐centered    

–  insufficiently  addressing  criKcal  content    –  ignoring  proven  instrucKonal  principles.    

We  believe  a  technology-­‐based  intervenKon  can  work  in  the  

classroom  

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Educators  likely  need  to  drive  this  sort  of  collaboraKon.  

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 If  educa>onal  so@ware  or  apps  are  to  

meet  their  promise  and  become  a  standard  part  of  our  educa>on  system,  developers  need  to  meld  features  of  

effec;ve  instruc;on  with  educa;onally-­‐relevant  features  found  in  effec;ve  

so>ware.    -­‐-­‐  Strand  Cary  &  Clarke,  2010    

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“EducaKonal  gaming  in  mathemaKcs  is  not  pujng  a  student  in  front  of  a  computer  and  expecKng  substanKal  achievement  or  moKvaKonal  results.    Rather,  educaKonal  games  need  to  be  designed  and  researched  with  careful  aHenKon  to  contemporary  learning  theories,  including  customizaKon  of  task  difficulty  to  the  learner’s  capabiliKes,  metacogniKve  reflecKon  on  the  learning  taking  place,  and  consideraKon  of  the  rich  situated  interacKon  among  learner,  game  environment,  and  class  environment…  learning  and  game  objecKves  should  be  aligned  in  one-­‐to-­‐one  correspondence,  and  the  social  interacKons  that  make  learning  “situated”  must  be  accounted  for  before  the  educaKonal  affordances  of  games  can  be  fully  described.”  (emphasis  added)  

-­‐-­‐Young  et  al.,  2012  

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KinderTEK  does  just  that.  The  app  is  driven  by  CTL’s  content  and  instrucKonal  design  

experKse,  but  takes  advantage  of  the  affordances  of  the  iPad.  

KTEK  

EducaKonal  Technology  Design  

Principles  

The  MOST  criKcal  

mathemaKcs  content   Proven  

instrucKonal  design  

principles  

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KinderTEK  •  IntervenKon  program  for  struggling  kindergarteners  (but  other  potenKal  uses)  

•  Curriculum  directly  maps  onto  the  kindergarten  Common  Core  –  MathemaKcs  

•  Offers  an  instrucKonally-­‐useful,  individualized,    and  adapKve  experience    for  students  (even  in    schools  with  limited    resources)  

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KinderTEK  

•  IntervenKon  program  •  Curriculum  directly  maps  onto  the  kindergarten  Common  Core  –  MathemaKcs  

•  Offers  an  instrucKonally-­‐useful,  individualized,  and  adapKve  experience  for  students  (even  in  schools  with  limited  resources)  

–  personalized  instrucKon,  scaffolding,  feedback,  and  on-­‐demand  help  

–  deliberate  pracKce  and  fluency-­‐building  

–  embedded  assessment  –  teacher-­‐customizaKon,  monitoring,  and  reporKng  features.  

 

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Major  components  Student  iPad  

Student  iPad  

Student  iPad  

Teacher  iPad  

Server  

Teacher  Website  

Student  iPad  

Student  iPad  

Teacher Control Panel & Website • Enter, confirm and/or calibrate

student placement • Monitor student progress • View, print, email student progress &

performance reports

Server • Log student performance • Determine placement • Lock/unlock activities to

fit student needs • Sync teacher iPad and

website

Activity phases in Zones 1-4

“I do” (Model)

(Explicit instruction)

“We do” (Lead) (Scaffolded practice & formative

assessment)

“You do” (Test) (Fluency building & formative

assessment; As needed)

Zones

Z1 (#0-10)

Z2 (#11-20)

Z3 (#21-30)

Z4 (#31-100)

Common Core Domains

Counting & Cardinality

Operations & Algebraic Thinking

Number & Operations

in Base Ten 14  

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(KTEK  world  screen  shot)  

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(KTEK  jeep  screen  shot)  

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(KTEK  acKvity  screen  shot)  

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educa7onal  technology  design  principles    

KTEK  

EducaKonal  Technology  Design  

Principles  

The  MOST  criKcal  

mathemaKcs  content  

Proven  instrucKonal  

design  principles  

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Educa7onal  Technology  Design  Principles  – Design  for  authenKc  contexts  and  end-­‐users  – Let  learning  objecKves  drive  the  design  – Avoid  piqalls  inherent  to  most  exisKng  educaKonal  so\ware  and  applicaKons  

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the  most  cri7cal  math  content  

KTEK  

EducaKonal  Technology  Design  

Principles  

The  MOST  criKcal  

mathemaKcs  content  

Proven  instrucKonal  

design  principles  

The  MOST  Cri7cal  Mathema7cs  Content  – Build  a  conceptual  understanding  of  whole  number:    • CounKng  and  Cardinality,    • OperaKons  and  Algebraic  Thinking    • Number  and  OperaKons  in  Base  Ten    

– Common  Core  State  Standards  -­‐  MathemaKcs  (CCSSO,  2010)  – BoHom  line?    

•  Focus  on  essenKal  math  skills  •  Trust  the  research  •  Teach  like  a  good  teacher  •  Don’t  waste  kids’  Kme  or  aHenKon      

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Common  Core  Standards  –  MathemaKcs  addressed  by  KinderTEK  

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proven  instruc7onal  design  principles  

KTEK  

EducaKonal  Technology  Design  

Principles  

The  MOST  criKcal  

mathemaKcs  content   Proven  

instrucKonal  design  

principles  

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Proven  Instruc7on  Design  Principles    – explicit  and  systemaKc  instrucKon  – visual  models  – deliberate  pracKce  opportuniKes  – instrucKonal  scaffolding  

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These  instrucKonal  design  principles  are  what  really  differenKate  KinderTEK  from  other  products  

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I  Do   We  Do   You  Do  

Virtual  Tutor  Support  

Student  independence  

Time  

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2)  Art  sketches  &  Workflow  3)  Wireframe  (interacKve  w/  text  bubbles)  (UT)  4)  Prototype  (interacKve  w/  audio)  (UT)  AcKvity  design  process:  

 1)  AcKvity  template  1) Authors  create  acKvity  template  2) Art  sketched  out;  Workflow  created  3) Wireframes  dra\ed  4) Mockup  created  (interacKve  with  text)  (UT)  

5) Prototype  created  (interacKve  with  audio)  (UT)  

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AcKvity  template  design  process:    

1) Authors  create  acKvity  template  2) Art  sketched  out;  Workflow  created  

3) Wireframes  dra\ed  4) Mockup  created  (interacKve  with  text)  (UT)  

5) Prototype  created  (interacKve  with  audio)  (UT)  

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User-­‐tes7ng  &  focus  groups    •  User-­‐tesKng  conducted  as  needed  

– Ages  4-­‐8  (to  cover  developmental  and  mathemaKc  range)  

–  Some  visit  one  Kme,  others  visit  mulKple  Kmes  –  Recruited  from  our  partner  school  district,  local  centers  offering  wrap-­‐around  care  to  elementary  students,  and  local  daycares  

 •  Nine  teachers  have  parKcipated  in  focus  groups  and  will  work  more  extensively  with  us  over  summer    –  Recruited  from  our  partner  school  district  and  local  centers  offering  wrap-­‐around  care  to  elementary  students  

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Time  to  play.  Where  do  you  want  to  go?  

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Report  design  process  

•  Approach:  – Brainstorm  – Reviews  of  exisKng  educaKonal  apps  and  websites  – Focus  groups  with  teachers  (brainstorm,  prioriKze,  feedback  on  dra\s)  

– Throughout,  prioriKze  usefulness  to  teachers  and  moKvaKon  to  students    

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•  Top  prioriKes  for  teacher  progress  monitoring/reports?  – Aligned  with  common  core  breakdowns  – Hierarchical  (drill-­‐down  to  whatever  level  is  helpful)  – What  worked  on  today  /this  week  /  to-­‐date?  

•  #  exposures  &  amount  of  Kme  •  persistent  difficulKes  •  non-­‐engagement  

– What  mastered  today  /  this  week  /  to-­‐date?  

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•  Top  prioriKes  for  student  rewards/progress  monitoring/reports?  – Within  acKvity  rewards/posiKve  feedback  for  correct  answers  – Small  intermiHent  engagement  rewards  – Larger  mastery  rewards  – Visually  appealing,  fun  presentaKon  – Limited  viewing  allowed  during  instrucKonal  Kme  – Exportable  

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Lessons  learned:  user-­‐tes7ng  and  focus  groups  

 •  Added  dock/menu  as  well  as  a  “submit”  buHon,  when  needed  •  Lock  screen  while  Guide  is  explaining  –  otherwise  kids  try  to  start  acKvity  

before  she’s  done  •  Kids  understood  well  what  they  were  supposed  to  do  for  the  acKviKes  we  

tested  •  Kids  liked  the  penguins  &  caterpillars  best  when  we  tested  –  cutest,  best  

artwork  •  When  objects  are  touched,  kids  want  them  to  do  something  (visual/audio  

feedback)  (in  progress)  •  Increase  target  area  •  Lots  of  lessons  on  Glyph  Tracing  (pending  implementaKon)  •  thought   •  Learned  a  lot  on  how  to  do  audio  (speed,  

breaks,  #  of  sound  files,  etc.)  •  Learned  to  present  informaKon  more  quickly  

than  we  had  originally    32  

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Lessons  learned:  user-­‐tes7ng  and  focus  groups  

 Students  •  iPads  are  moKvaKng!  •  iPad  angle  greatly  affects  usability  of  certain  acKviKes  

•  mandatory  scaffolds  must  be  made  explicit  •  faster-­‐than-­‐classroom  speaking  pace,  but  repeKKon  

Teachers  •  iPads  are  moKvaKng!  •  Our  experienced  gut-­‐insKnct  is  o\en  right-­‐on  •  Knowing  what  they  want  is  difficult  without  explicit  prompKng  

•  Teachers  aren’t  convinced  they’ll  have  iPad  with  them  

•  FAST,  easy  student  access  is  a  top                        priority  

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Lessons  learned:  user-­‐tes7ng  and  focus  groups  

 Students  •  iPads  are  moKvaKng!  •  iPad  angle  greatly  affects  usability  of  certain  acKviKes  •  mandatory  scaffolds  must  be  made  explicit  •  faster-­‐than-­‐classroom  speaking  pace,  but…  •  need  reasonable  repeKKon    Teachers  •  iPads  are  moKvaKng!  •  Our  experienced  gut-­‐insKnct  is  o\en  right-­‐on  •  Knowing  what  they  want  is  difficult  without  explicit  

prompKng  •  Teachers  aren’t  convinced  they’ll  have  iPad  with  them  •  FAST,  easy  student  access  is  a  top  priority  

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Academia/Tech  Company  Partnerships:  Challenges  &  Lessons  

Learned  

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?

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The  research  presented  here  is  supported  by  the  Ins>tute  of  Educa>on  Sciences,  U.S.  Department  of  Educa>on,  through  a  3-­‐year  development  grant  (R324A110286)  to  the  University  of  Oregon.  The  

opinions  expressed  are  those  of  the  authors  and  do  not  represent  views  of  the  Ins>tute  or  the  U.S.  Department  

of  Educa>on.  

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Thanks  to…  •  Center  on  Teaching  &  Learning,  UO  

–  Kathy  Jungjohann  (Lead  author)  –  Lina  Shanley  (Author)  –  Nick  Phillips  (Project  support)  –  hHp://ctl.uoregon.edu/research/projects/kindertek  

•  Concentric  Sky  –  Mike  Biglan  (Chief  Technology  Officer)  –  Kat  Swanson  (Project  Manager)  –  Josh  Clark  (Senior  User  Experience  Designer)  –  Jenny  Barton,  (Project  Designer)  –  Charles  AugusKne  (Lead  Mobile  Developer)  –  Andrew  KeHel  (So\ware  Developer)  –  Louis  Byers  (So\ware  Developer)  –  hHp://www.concentricsky.com/  

•  Students  and  teachers  with  whom  we’ve  worked  •  InsKtute  of  EducaKon  Sciences  

–  hHp://ies.ed.gov/  37  

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QuesKons?  Mari  Strand  Cary  [email protected]  hHp://ctl.uoregon.edu/research/projects/kindertek  (including  copies  of  this  presentaKon)  

 Mike  Biglan  [email protected]  hHp://www.concentricsky.com/       38  

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(diagram  instead)  Study   Purpose   Notes:  

User-­‐testing   Test  interface  functionality  of  student  app,  teacher  app,  and  teacher  website  

Major  questions  :  (1)  Performance    (2)  Accuracy  and  Focus    (3)  Satisfaction    

Focus  groups   End-­‐user  reactions  to  –  and  guidance  regarding  –  interfaces,  reports,  logistics,  content  

Major  discussion  topics:  (1)  Implementation  context  (2)  Desired  reports  (3)  Desired  features  (4)  Maximizing  student  engagement  and  focus    

Feasibility  Study    (K  classroom,  students  struggling  with  math  using  KTEK)  

Determine/conVirm  feasibility  in  authentic  educational  settings  

Measures:  Observations,  Surveys,  Formative  assessment  (embedded  progress  monitoring  &  log  Viles),  Summative  assessment  (Pre/Post  tests)  of  conceptual  understanding  and  procedural  Vluency    Key  questions:  (1)  Stress-­‐free  student-­‐use?  All  excited  to  use  KTEK?  (2)  Student  app  to  Teacher  app  to  Server  functioning?  (3)  Content  logically  sequenced,  appropriately  pace,  and  engaging?    

Pilot  study      (K  classroom,  students  struggling  with  math  assigned  to  control  or  KTEK)  

Determine  whether  KTEK  shows  promise  for  improving  educational  outcomes  

Measures:  Observations,  Surveys,  Formative  assessment  (embedded  progress  monitoring  &  log  Viles),  Summative  assessment  (Pre/Post  tests)  of  conceptual  understanding  and  procedural  Vluency    Key  questions:  (1)  Student  use  leads  to  meaningful  gains?  (2)  Students  motivated  to  use  KTEK  and  progressing  well?  (3)  Teachers  successfully  monitoring  students’  KTEK  use?  

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L  Example:    MathemaKcally  Imprecise  

MathemaKcally  incorrect  `  

(R  to  L  #  sequence  )  

40  

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L  Example:    Lack  of  Academic  Feedback  

“Something  is  not  quite  

right”  

“Click  the  number  on  the  number  

line”  41  

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L  Example:    Unnecessary  and/or  confusing  text  

42  

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L  Example:    Visual  DistracKons  

43  Really?  This  is  a  measure  of  counKng?  What  does  it  really  mean  when  a  student  gets  it  wrong?  

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L  Example:    Lack  of  InstrucKonal  Scaffolding  

44  

cathywatkins
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