Preparing mentors for their role is essential. Though most research tells us that you cannot teach or train someone how to be a mentor, there is tremendous value in preparing mentors for their upcoming experience through self-reflection, setting expectations, and discussion.
Ultimately, mentors will learn and develop their skills while they are mentoring. For this reason, in addition to preparing mentors for their role, it is critical to create a supportive and inclusive community to support mentors during their mentoring experience.
This “Mentoring Training Toolkit” distills what was
The field of ecology is poised to substantially contribute to the creation of a socially and environmentally equitable urban future. To realize this contribution, the field of ecology must create strategies that ensure inclusion of underrepresented minorities so that a broad array of experiences and ideas collectively address challenges inherent to a sustainable urban future. Despite efforts to recruit and retain underrepresented racial minorities (URM) in the sciences, graduation rates have only slightly increased over the last several decades. While research mentoring programs at the
The summative evaluation report for Project TRUE focuses on program implementation, participant experiences, organizational capacity outcomes and project scale-up over the five-year project.
Appendix includes logic model and instruments.
This dissertation study investigates late-elementary and early-middle school field trips to a mathematics exhibition called Math Moves!. Developed by and currently installed at four science museums across the United States, Math Moves! is a suite of interactive technologies designed to engage visitors in open-ended explorations of ratio and proportion. Math Moves! exhibits emphasize embodied interaction and movement, through kinesthetic, multi-sensory, multi-party, and whole-body immersive experiences.
Many science museums and other informal-learning institutions offer exhibits and public
The goal of the project is to advance understanding of basic questions about learning and teaching through the development of a theory of embodied mathematical cognition that can apply to a broad range of people, settings and activities. The investigative team brings together expertise from a range of quantitative and qualitative research methodologies. A theory of embodied mathematical cognition empirically rooted in classroom learning and workplace practices will broaden the range of activities and emerging technologies that count as mathematical, and help educators to envision alternative forms of bodily engagement with mathematical problems.
DATE:
-
TEAM MEMBERS:
Ricardo NemirovskyRogers HallMartha AlibaliMitchell NathanKevin Leander
This webinar was presented by the NSF Education and Human Research (EHR) Department to describe a current funding opportunity, the EHR Core Research (ECR) program.
DATE:
TEAM MEMBERS:
Earnestine EasterGregg SolomonJolene Jesse
This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distance Learning (ODL). Whereas traditional learning is based on knowledge memorization and the completion of
DATE:
TEAM MEMBERS:
Jose BidarraMeagan RothschildKurt Squire
Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use
DATE:
TEAM MEMBERS:
Jose BidarraMegan RothschildKurt SquireMauro Figueiredo
Informal STEM field trip programming is a large, yet under-researched area of the education landscape. Informal STEM education providers are often serving a more privileged section of society, leading to a risk of perpetuating inequalities seen throughout the education landscape. In an attempt to address the lack of research, this thesis explores the relationship between educational equity and informal STEM field trips. The intention was to collect data using a critical ethnography approach to the methods of qualitative questionnaire and interviews of informal STEM educators. A change in
The Vertically Integrated Science Learning Opportunity (VISLO) program builds upon an existing three-way partnership between (i) faculty, graduate students, and undergraduate students form the University Nebraska-Lincoln (UNL), (ii) the 21st Century Community Learning Centers (CLC) in Lincoln, NE, and (iii) The University of Nebraska State Museum.
VISLO uniquely incorporates vertically-integrated peer instruction across educational levels, including: graduate, undergraduate, middle school, and elementary school. Throughout the program, participants of all identified educational levels had
The Brooklyn Botanic Garden (BBG) and Brooklyn Academy of Science and the Environment (BASE) contracted RK&A to conduct an evaluation of their partnership’s progress and outcomes over three years. The goal of the summative evaluation is to explore students, families, and teachers’ perceptions of and relationship to BBG and the BBG-BASE partnership. The evaluation also explored attitudes and understandings of how to engage in nature exploration, scientific inquiry, and environmental stewardship in a meaningful way.
How did we approach this study?
RK&A developed questionnaires to be
Science Hunters is an outreach project which employs the computer game Minecraft to engage children with scientific learning and research through school visits, events, and extracurricular clubs. We principally target children who may experience barriers to accessing Higher Education, including low socioeconomic status, being the first in their family to attend university, and disability (including Special Educational Needs). The Minecraft platform encourages teamwork and makes science learning accessible and entertaining for children, irrespective of background. We employ a flexible approach
DATE:
TEAM MEMBERS:
Laura HobbsCarly StevensJackie HartleyCalum Hartley