This study used the commognitive framework (Sfard, 2009) to study the learning of preservice teachers in a collaborative digital environment, examining a case of commognitive conflict around using informal and multimodal representations to discuss poetry as opposed to formal academic English. The analysis shows the complexity of power relationships around language use in collectively owned online spaces and the difficulty of shifting the leading discourse when teachers step back and allow students to drive digital discussions.
To address obstacles of adopting lesson study at scale, this study investigated how a technology-assisted lesson study (TALS) approach could remove the obstacle of scheduling while retaining positive effects of traditional lesson study (LS). The TALS approach involves embedding lesson study within teachers’ normal schedules, videotaping the research lessons using Swivl, and asychronously reviewing annotated videos of research lessons before debriefings facilitated by a mathematics specialist through Zoom. A TALS with two third-grade teachers was conducted. Analysis of the data, including lesson plans, research lesson videos, debriefing session videos and interviews with the teachers and the specialist, revealed that, as a traditional lesson study typically does, the research lesson was improved significantly. The participating teachers learned how to implement reform-oriented mathematics teaching through making critical alignments in sharpening learning goals, improving task design, and better orchestrating student work. Participating teachers and the specialist highlighted that the TALS provides teachers the opportunity to conduct LS without missing their own classes, examine student thinking in depth, and review and discus lessons critically. The unique contribution of the study is discussed.
The Game Play and Design Framework is a project-based instructional method to engage teachers and students with mathematics content by utilizing technology as a vehicle for game play and creation. In the authors’ prior work, they created a technology tool and game editing platform, the Wearable Learning Cloud Platform (WLCP), which enables teachers and students to play, create, and experience technology-augmented learning activities. This paper describes a 14-week Game Play and Design professional development program in which middle school teachers played, designed, tested, and implemented mathematics games in the classroom with their own students. Examples are included of teacher-created games, feedback from the students’ experience designing games, and evidence of student learning gains from playing teacher-created games. This work provides a pedagogical approach for educators and students that utilizes the benefits of mobile technologies and collaborative learning through games to develop students’ higher-level thinking in STEM classrooms.
As part of an embedded mixed-method study, qualitative research was conducted to understand how Engineering Is Elementary (EiE) professional development influenced the self-efficacy of K-5 elementary teachers required to teach engineering in a rural school in Southeastern, North Carolina. In fall 2016, proportional stratified sampling was used to select 14 teachers by grade level and specialty area who participated in EiE training. Teachers were interviewed to obtain in-depth information about their perceived self-efficacy. The interviews were transcribed and analyzed for content by person, by interview questions, and across all interviews using narrative data analysis methods. The data showed three themes: (a) teachers feel preparation programs lack STEM training, (b) integrating engineering is achievable in the K-5 classroom, and (c) professional support is an issue in improving this engineering initiative. The results demonstrated how elementary educators’ self-efficacy evolved while engaging in professional development to prepare to teach engineering. Implications for educational practice and research are provided.