This study uses data from the 2006 PISA survey to examine the association between student engagement in science and the nature of teaching and learning activities. It also explores school and family factors. Key findings are to be expected but also surprising. For example, variety in types of activity is associated with greater engagement. However, smaller classes do not necessarily result in greater enjoyment of science!
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. Madison Area Technical College, in collaboration with the Institute for Chemical Education at the University of Wisconsin-Madison, the American Chemical Society (ACS) and area science centers and museums will create a national program to disseminate the Fusion Science Theater (FST) model which directly engages children in playful, participatory, and inquiry-based science learning of chemistry and physics topics.
This conference poster from 2014 AISL PI meeting details the accomplishments of the Science Festival Alliance, a professional network of individuals and institutions designed to increase the capacity to develop and implement large scale community science festivals.
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. Using STEM America (USA) is a two-year Pathways project designed to examine the feasibility of using informal STEM learning opportunities to improve science literacy among English Language Learner (ELL) students in Imperial County, California.
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. The Lost Ladybug Project (LLP) is a Cornell University citizen science project that connects science to education by using ladybugs to teach non-scientists concepts of biodiversity, invasive species, and conservation.
Despite increasing interest in the educational potential of outdoor learning experiences, limited research has focused on assessing and identifying “good” outdoor education practice. In this paper, the authors propose a theoretically based practical framework for assessing field trips in nature parks and other outdoor settings. The framework was developed and refined during the course of observations of 22 field trips and interviews with 41 students.
This article discusses intellectual activities in African American culture that privilege mathematical thinking. It is a helpful reference for educators and researchers who want to shift from deficit-oriented perspectives about non-dominant or marginalized groups’ performance to additive perspectives that build on out-of-school cultural knowledge and practices to support student learning in school. The authors suggest how educators might value forms of mathematical thinking that are usually not recognized in school. This recognition can support diverse students’ participation and achievement
How People Learn: Bridging Research and Practice provides a broad overview of research on learners and learning and on teachers and teaching. It expands on the 1999 National Research Council publication How People Learn: Brain, Mind, Experience, and School, Expanded Edition that analyzed the science of learning in infants, educators, experts, and more. In How People Learn: Bridging Research and Practice, the Committee on Learning Research and Educational Practice asks how the insights from research can be incorporated into classroom practice and suggests a research and development agenda that
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TEAM MEMBERS:
M. Suzanne DonovanJohn BransfordJames Pellegrino
The Computer Clubhouse aims to help inner-city youth gain that type of technological fluency. The Computer Clubhouse is designed to provide inner-city youth with access to new technologies. But access alone is not enough. The Clubhouse is based not only on new technology, but on new ideas about learning and community. It represents a new type of learning community—where young people and adult mentors work together on projects, using new technologies to explore and experiment in new ways.
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TEAM MEMBERS:
Mitchel ResnickNatalie RuskStina Cooke
In this chapter we want to examine the reality behind these labels by examining the place of emergent technologies in the lives of young people. In doing so, we review and synthesize some of the key research in this area, highlighting the principal topics and potential issues of interest for future study. Although much has been published in the popular media, until fairly recently relatively little had been written from a more scholarly perspective. The overview we offer here is based on a wide range of academic research dispersed through a variety of disciplines including geography, sociology
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TEAM MEMBERS:
Susan McKayCrispin ThurlowHeather Zimmerman
Today we have access to an almost inconceivably vast amount of information, from sources that are increasingly portable, accessible, and interactive. The Internet and the explosion of digital media content have made more information available from more sources to more people than at any other time in human history. This brings an infinite number of opportunities for learning, social connection, and entertainment. But at the same time, the origin of information, its quality, and its veracity are often difficult to assess. This volume addresses the issue of credibility—the objective and
In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game