Research Internship – Exploring Educational Technology Design for Equitable Learning

Stanford’s Graduate School of Education, in collaboration with the d.school and the Department of Engineering, invites undergraduate students to apply for a research internship on a two-year project exploring how educational technology companies design products to support equity-based teaching and learning. The research focuses on a Community of Practice (CoP) model, where technology designers, executives, and educators collaborate to enhance educational tools, and compares their approaches to those outside the CoP. Intern responsibilities include conducting qualitative interviews, analyzing data, assessing educational software, and learning experimental research methods. Applicants should be current undergraduates with coursework or interest in education, educational technology, design, or teaching. Applications are due by the end of February, and inquiries can be submitted via the provided sign-up form.

AERA 2024 – It’s Not The Tool, It Is The Teacher How TPCK Shapes The Impact of Technology

The pandemic has put a spotlight on educational technology, especially in science classes. Teachers have been using existing tech to create virtual labs and share data, making it easier to demonstrate scientific concepts. However, there’s a problem: these digital labs don’t fully meet the goals of the Next Generation Science Standards (NGSS). NGSS calls for a more comprehensive approach to teaching, including mastering various skills and concepts. This has led to a demand for technology that aligns better with NGSS. Enter Educational Technology. Smartphones now enable the use of virtual reality (VR) for virtual field trips, offering students immersive experiences. These VR tools allow students to explore data, learn from experts, and understand concepts more deeply. It’s a seamless integration of modern tech with NGSS-aligned teaching methods.

The Cultural & Cognitive Potential of Virtual Reality in Science

Our research team spent several years exploring the power of virtual reality as a classroom learning tool. We sought to do something different. So, instead of bring high cost virtual reality headsets to schools, we used low cost cardboard headsets for instruction. This enabled nearly every student to have their own virtual reality headsets. So what did we learn? The details are below.

Book Talk: Preparing Science Teachers Through Practice-Based Teacher Education

Join us for an online Book Talk. Stanford’s Graduate School of Education’s Science in The City Research Group welcomes the team of Dr. David Stroupe, Dr. Karen Hammerness, Dr. Scott McDonald, & Dr. Kirsten Mawyer. Together, they wrote an incredible text that explores and challenges how we train modern science teachers. Given, theoretical and practical challenges of teaching science, teacher educators must have a detailed understanding of how to build a science teaching force that understands students, understands curriculum, and understands core pedagogical practices. Join us for an online exploration of their new book.

EdTech Remix

When people design educational technology, they have someone in mind. Design is always intentional. An effective designer can created an educational technology tool that produces learning because is designed with a specific user in mind and customized to meet that end user’s needs. The EdTech remix hopes to create a wave of designers who are skilled at building culturally effective learning technology. By brining together top scholars, designer, tech teachers, and educators our collective build capacity for all participants. This project hopes to get insights from designers to understand how they approach modern educational technology design.

Join Us In Exploring Culturally Relevant Science Technology

Technology offers us an opportunity forward. Currently, many students have laptops and cellular phones that have amazing capabilities that have are still underutilized in science classrooms. These devices offer important possibilities. First, these devices can take you to places that you cannot experience, like space and into cells. Smartphones can become VR devices, simulators, and…

Culturally Relevant Virtual Reality for Science Classrooms

Virtual reality represents a new direction in technological advancements for educational research. While education has been slow to adopt new technology, educational technology companies have been slow to collaborate with teachers to produce pedagogically valuable resources. This project explores house science educators and science researchers collaborate to produce virtual reality instructional materials for the modern science students. What this means Is that educators can think critically about how technology can become a useful tool for building culturally relevant virtual reality instructional materials. At the 2019 conference for the National Association of researchers of science teaching, we presented a number of new research studies. The studies are here for you to review and share broadly.

STEM Learning for African-American Boys

The growing concern for providing access to science careers for African-American men has lead to many programs that attempt to provide students’ access to high end science education. We conducted a year-long study of one organization’s attempt to understand the challenges of teaching science in urban context. We monitored how the school’s leadership designed and…

×

Privacy Policy

This site uses cookies to personalize content, provide social media features and to analyze traffic.

I accept Learn More