It may have been true once that (as the famous cartoon of the 1990s put it) "Nobody knows you're a dog on the Internet," and that (as an MCI commercial of that era declared) on the Internet there is no race, gender, or infirmity, but today, with the development of web cams, digital photography, cell phone cameras, streaming video, and social networking sites, this notion seems quaintly idealistic. This volume takes up issues of race and ethnicity in the new digital media landscape. The contributors address this topic—still difficult to engage honestly, clearly, empathetically, and with
As young people today grow up in a world saturated with digital media, how does it affect their sense of self and others? As they define and redefine their identities through engagements with technology, what are the implications for their experiences as learners, citizens, consumers, and family and community members? This volume addresses the consequences of digital media use for young people’s individual and social identities. The contributors explore how young people use digital media to share ideas and creativity and to participate in networks that are small and large, local and global
In this chapter, we argue that the understanding of objects that children of different ages brings to the museum setting offers a unique perspective. Little direct work on this topic has been conducted in museums. However, there is a body of related work to be found in contemporary studies of children's emerging understanding of the natural and artificial worlds that can be used to develop a framework for understanding how children might approach the world of museum objects. Recent evidence on the development of children's thinking on this subject is presented in the larger context of the
This chapter discusses learning through the manipulation of three-dimensional objects. The opportunity to touch and interact with objects is helpful for young children as they attempt to understand abstract concepts and processes. How might parents guide children in coming to understand the complex and abstract symbolic nature of representational objects?
“Scaling up” involves adapting an innovation successful in some local setting to effective usage in a wide range of contexts. In contrast to experiences in other sectors of society, scaling up successful programs has proved very difficult in education. In this chapter, Chris Dede discusses the challenges in creating scalable and sustainable educational interventions.
We use the acronym WILD to refer to Wireless Interactive Learning Devices. WILD are powerful and small handheld networked computing devices. The smallest handheld computers fit in one hand easily. The user interacts with the device either by touching the screen with a pen-shaped stylus, or by typing with both thumbs on a small keyboard known as a thumb-pad keyboard. The largest are the size of a paperback book and have a keyboard that is large enough to type on with all ten fingers. Their low price point and high usability has captured the imagination of educators and learning scientists. The
Knowledge building, as elaborated in this chapter, represents an attempt to refashion education in a fundamental way, so that it becomes a coherent effort to initiate students into a knowledge creating culture. Accordingly, it involves students not only developing knowledge-building competencies but also coming to see themselves and their work as part of the civilization-wide effort to advance knowledge frontiers. In this context, the Internet becomes more than a desktop library and a rapid mail-delivery system. It becomes the first realistic means for students to connect with civilization
In this chapter we explore how people build new theories in the context of collaborative scientific thinking. As illustrated by many of the chapters in this volume, our default notion of "scientific thinking" has changed from that of the lone scientist or student toiling away on a magnum opus or in the laboratory, to that of people working as part of collaborative groups who negotiate goals for the task, co-construct knowledge, and benefit from the diverse prior knowledge that each collaborator brings to the table. In some ways, conceptualizing scientific thinking as fundamentally
This paper describes a framework for studying and evaluating learning environments which contextualize school science content within a larger real-world scientific endeavor, such as carrying on a space mission. A central feature of this framework is its incorporation of recent research on content-specific personal interest. This framework was developed and tested in a pilot evaluation of the Challenger Learning Center's M.A.R.S. (Mission Assignment: Relief and Supply) learning activity. This activity consists of a series of classroom activities which prepare students for a simulated Mars
Field trips are a popular method for introducing students to concepts, ideas, and experiences that cannot be provided in a classroom environment. This is particularly true for trans-disciplinary areas of teaching and learning, such as science or environmental education. While field trips are generally viewed by educators as beneficial to teaching and learning, and by students as a cherished alternative to classroom instructions, educational research paints a more complex picture. At a time when school systems demand proof of the educational value of field trips, large gaps oftentimes exist
One issue of interest to practitioners and researchers in science centres concerns what meanings visitors are making from their interactions with exhibits and how they make sense of these experiences. The research reported in this study is an exploratory attempt, therefore, to investigate this process by using video clips and still photographs of schoolchildren’s interactions with science centre exhibits. These stimuli were used to facilitate reflection about those interactions in follow‐up interviews. The data for this study were 63 small group interviews with UK primary school children (129
This study explored the influence of a Saturday Science program that used explicit reflective instruction through contextualized and decontextualized guided and authentic inquiry on K‐2 students’ views of nature of science (NOS). The six‐week program ran for 2.5 hours weekly and emphasized NOS in a variety of science content areas, culminating in an authentic inquiry designed and carried out by the K‐2 students. The Views of Nature of Science Form D was used to interview K‐2 students pre‐ and post‐instruction. Copies of student work were retained for content analysis. Videotapes made of each