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resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that will help envision the next generation of learning technologies and advance what we know about how people learn in technology-rich environments. Cyberlearning Exploration (EXP) Projects explore the viability of new kinds of learning technologies by designing and building new kinds of learning technologies and studying their possibilities for fostering learning and challenges to using them effectively. This project brings together two approaches to help K-12 students learn programming and computer science: open-ended learning environments, and computer-based learning analytics, to help create a setting where youth can get help and scaffolding tailored to what they know about programming without having to take tests or participate in rigid textbook exercises for the system to know what they know.

The project proposes to use techniques from educational data mining and learning analytics to process student data in the Alice programming environment. Building on the assessment design model of Evidence-Centered Design, student log data will be used to construct a model of individual students' computational thinking practices, aligned with emerging standards including NGSS and research on assessment of computational thinking. Initially, the system will be developed based on an existing corpus of pair-programming log data from approximately 600 students, triangulating with manually-coded performance assessments of programming through game design exercises. In the second phase of the work, curricula and professional development will be created to allow the system to be tested with underrepresented girls at Stanford's CS summer workshops and with students from diverse high schools implementing the Exploring Computer Science curriculum. Direct observation and interviews will be used to improve the model. Research will address how learners enact computational thinking practices in building computational artifacts, what patters of behavior serve as evidence of learning CT practices, and how to better design constructionist programming environments so that personalized learner scaffolding can be provided. By aligning with a popular programming environment (Alice) and a widely-used computer science curriculum (Exploring Computer Science), the project can have broad impact on computer science education; software developed will be released under a BSD-style license so others can build on it.
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TEAM MEMBERS: Shuchi Grover Marie Bienkowski John Stamper
resource project Media and Technology
Education stakeholders from advocates to developers are increasingly recognizing the potential of science games in advancing student academic motivation for and interest in science and science careers. To maximize this potential, the project will use science games (e.g. Land Science, River City, and EcoMUVE), shown to be enjoyable to students and proven to promote student learning in science at the middle school level. Through a two-phase process, games will be used as vehicles for learning about ways to change how students think about science and potentially STEM careers. The goal of the intervention is to explore which processes and design features of science games will actually help students move beyond a temporary identity of being a scientist or engineer (as portrayed while playing the game) to one where students began to see themselves in real STEM careers. Students' participation will be guided by teams of teachers, faculty members, and graduate students from Drexel University and a local school. All science students attending the local inner city middle school in Philadelphia, PA, will participate in the intervention.

Using an exploratory mixed-method design, the first two years of the project will focus on exploring, characterizing, coding, and analyzing data sets from three large games designed to help students think about possible careers in science. During year 3, the project will integrate lessons learned from the first two years into the existing middle school science curriculum to engage students in a one-year intervention using PCaRD (Play Curricular activity Reflection Discussion). During the intervention, the PI will work with experts from Drexel University and a local school to collect data on the design features of Land Science to capture identity change in the science identity of the participating students. Throughout the course of year 3, the PI will observe, video, interview, survey, and use written tasks to uncover if the Land Science game is influencing students' identity in any way (from a temporary to a long-term perspective about being a scientist or engineer). Data collected during three specified waves during the intervention will be compared to analyses of existing logged data through collaborations with researchers at Harvard University and the University of Wisconsin-Madison. These comparisons will focus on similar middle-aged science students who used the same gaming environments as the students involved in this study. However, the researcher will intentionally look for characteristics related to motivation, science knowledge, and science identity change.

This project will integrate research and education to investigate learning as a process of change in student science identity within situated environmental contexts of digital science gameplay around curricular and learning activities. This integrated approach will allow the researcher to explore how gaming is inextricably linked to the student as an individual while involved in the learning of domain specific content in science. The collaboration among major university and school partners; the expertise of the researcher in educational psychology, educational technology, and science games; and the project's advisory board makes this a real-life opportunity for the researcher to use information that naturally exists in games to advance knowledge in the field about the value of gaming to changing students' science identities. It also responds to reports by the National Research Council committee on science learning and computer games, which identifies games as having the potential to catalyze new approaches to science learning.
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TEAM MEMBERS: Aroutis Foster
resource project Public Programs
Increasingly, the prosperity, innovation and security of individuals and communities depend on a big data literate society. Yet conspicuously absent from the big data revolution is the field of teaching and learning. The revolution in big data must match a complementary revolution in a new kind of literacy, through a significant infusion of STEM education with the kinds of skills that the revolution in 21st century data-driven science demands. This project represents a concerted effort to determine what it means to be a big data literate citizen, information worker, researcher, or policymaker; to identify the quality of learning resources and programs to improve big data literacy; and to chart a path forward that will bridge big data practice with big data learning, education and career readiness.

Through a process of inquiry research and capacity-building, New York Hall of Science will bring together experts from member institutions of the Northeast Big Data Innovation Hub to galvanize big data communities of practice around education, identify and articulate the nature and quality of extant big data education resources and draft a set of big data literacy principles. The results of this planning process will be a planning document for a Big Data Literacy Spoke that will form an initiative to develop frameworks, strategies and scope and sequence to advance lifelong big data literacy for grades P-20 and across learning settings; and devise, implement, and evaluate programs, curricula and interventions to improve big data literacy for all. The planning document will articulate the findings of the inquiry research and evaluation to provide a practical tool to inform and cultivate other initiatives in data literacy both within the Northeast Big Data Innovation Hub and beyond.
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resource research Public Programs
Citizen science by youth is rapidly expanding, but very little research has addressed the ways programs meet the dual goals of rigorous conservation science and environmental science education. We examined case studies of youth-focused community and citizen science (CCS) and analyzed the learning processes and outcomes, and stewardship activities for youth, as well as contributions to site and species management, each as conservation outcomes. Examining two programs (one coastal and one water quality monitoring) across multiple sites in the San Francisco Bay Area, CA, in- and out-of-school
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resource research Professional Development, Conferences, and Networks
DACUM (Developing A CUrriculuM) was developed in Canada in the 1980s as a tool for industry to improve training. It has been championed in the USA by the Center for Education for Employment at The Ohio State University where they have conducted thousands of DACUMs and trained scores of people to conduct them. As used today, DACUM is a unique, innovative, and very effective method of job, and/or occupational analysis. It is also very effective for conducting process and functional analyses. The DACUM analysis workshop itself involves a trained DACUM facilitator and a committee of 5-12 expert
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resource research Professional Development, Conferences, and Networks
This review is a short synthesis of some of the literature around learning in adulthood, professional learning, professional learning frameworks, and models of professional learning frameworks. Its primary purpose is to inform the development of an interview protocol for the exploration of building a professional learning framework with a secondary purpose of providing richer shared language and understanding around some of the central constructs of a professional learning framework for the informal science education community and other informal learning environments.
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resource project Media and Technology
This project, conducted by the University of Pittsburgh and the University of California, Berkeley, seeks to discover what makes middle school students engaged in science, technology, engineering, and mathematics (STEM). The researchers have developed a concept known as science learning activation, including dispositions, practices, and knowledge leading to successful STEM learning and engagement. The project is intended to develop and validate a method of measuring science learning activation.

The first stage of the project involves developing the questions to measure science activation, with up to 300 8th graders participating. The second stage is a 16-month longitudinal study of approximately 500 6th and 8th graders, examining how science learning activation changes over time. The key question is what are the influencers on science activation, e.g., student background, classroom activities, and outside activities.

This project addresses important past research showing that middle school interest in STEM is predictive of actually completing a STEM degree, suggesting that experiences in middle school and even earlier may be crucial to developing interest in STEM. This research goes beyond past work to find out what are the factors leading to STEM interest in middle school.

This work helps the Education and Human Resources directorate, and the Division of Research on Learning, pursue the mission of supporting STEM education research. In particular, this project focuses on improving STEM learning, as well as broadening participation in STEM education and ultimately the STEM workforce.
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resource research Public Programs
This poster was presented at 2017 Campus Office of Undergraduate Research Initiatives (COURI) Symposium, El Paso, TX. One of the principal challenges of the partnership of scientists and high school students are the existent barriers of language between them (Kim & Fortner, 2007). In other words, since scientists are usefully deemed as characters with higher power, status, and knowledge, students may feel nervous or intimidated, especially when scientists speak jargons and complex language. The best educators have a magical way of engaging their audiences with compelling stories. Even the
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TEAM MEMBERS: Vania Ochoa Villalobos Pei-Ling Hsu
resource research Public Programs
This poster was presented at 2017 Campus Office of Undergraduate Research Initiatives (COURI) Symposium, El Paso, TX. Purpose & Problem - According to some existing results identified in the literature, the partnership between high school students and scientist involves several challenges, such as time management, lack of equipment, communication barriers, organization, complexity of the scientific language and scientist availability. The purpose is to address these problems and identify effective ways that can enhance the partnership between the scientist and high school students during
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TEAM MEMBERS: Valeria Gonzalez Pei-Ling Hsu
resource research Public Programs
This poster was presented at 2017 Campus Office of Undergraduate Research Initiatives (COURI) Symposium, El Paso, TX. This study introduces cogenerative dialogues as a pedagogical tool to enhance the communications between students and engineers in a university internship environment. High school student interns worked with engineers for 7 months and were invited to conduct cogenerative dialogues with engineers regularly and discuss any issues, concerns, positives happened in the internship in order to improve their learning experience.
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TEAM MEMBERS: Yamile Urquidi Pei-Ling Hsu
resource research Public Programs
This poster was presented at 2017 Campus Office of Undergraduate Research Initiatives (COURI) Symposium, El Paso, TX. It describes the Work With a Scientist (WWASP) program, in which scientists and high school students engage in co-generative dialogues.
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TEAM MEMBERS: Paola Gama Pei-Ling Hsu
resource research Professional Development, Conferences, and Networks
This resource list was produced by the GENIAL (Generating Engagement and New Initiatives for All Latinos) project, which convened Informal Science Learning (ISL) practitioners, community leaders, policymakers, researchers, and others focusing on generating engagement and new initiatives for Latinos.
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TEAM MEMBERS: Isabel Hawkins