This research reports on the results of two studies which found that mathematically talented students who had had greater exposure to accelerated, enriched, and individualized STEM learning opportunities achieved more significant STEM accomplishments later in life than their matched counterparts. Notable accomplishments were designated as achieving STEM careers, STEM PhDs, STEM tenure, STEM publications, and STEM patents. The researchers found this relationship to hold true even when controlling for high levels of motivation. Furthermore, the research found that experiences that were more
The purpose of the study was to investigate how situational interest was triggered for high-school students on an aquarium field trip. Although actual learning was not itself measured in this study, the author investigates how the museum setting triggers interest, which in turn influences learning and is therefore important to cultivate. As the author admits, some of the findings are intuitive but the study empirically confirms some approaches, which can spark situational interest. Five areas that triggered situational interest were identified through student interviews: social involvement
This article provides a review of the research literature concerning scientific argumentation in the K-12 classroom. The researcher argues that not all forms of argumentation promote an understanding of scientific practice, and therefore not all support scientific literacy. This paper identifies three main approaches to lessons that aim to introduce students to scientific argumentation: (1) immersion, (2) structure, and (3) socioscientific. The research draws on the work of Ford (2008) and others to find that immersion strategies – lessons in which argumentation is integrated into the
Using Gee’s (2004) notion of ‘affinity spaces’ – places where people collaboratively interact in response to a common interest or affinity – this paper examines how a week-long astronomy camp can shape student self-identities. The paper also examines the design of the camp and notes that it successfully blends the ‘student-led research’ approach with the ‘cognitive-apprenticeship model’.
In this article, Lyon, Jafri, and St. Louis discuss the limitations of the concept of the “STEM pipeline,” an analogy commonly used in education and policy discussions to describe the academic progression of students from elementary school through higher education in STEM, ideally resulting in employment in a science, technology, engineering, or math (STEM) field. Based on a decade of experience with the urban out-of-school time (OST) program Project Exploration, the authors propose a conceptual framework that supports youth development goals in addition to STEM learning. The Youth-Science
In this study, researchers investigated the commonly held view that collaboration improves scientific argumentation. The study tested the perspective that in collaborative investigations individuals build off each others' ideas, taking advantage of different cognitive and monitoring resources in the group, in order to develop more compelling and accurate scientific arguments than they would have if they had been working alone. The study results showed a mix of outcomes for the students.
The researcher of this study presents definitive arguments for the need to move beyond a “school-centric” approach to studying how people learn. Citing ecological perspectives on learning, this paper claims that for an understanding of how people develop interests, participation, and fluency in a given domain, it is necessary to first examine how these interests are developed and nurtured across time and settings. The researcher provides three case studies of teens who familiarized themselves with electronic technologies, each of them following different pathways, all of which spanned multiple
Students working in small groups during a field trip to a nature center prioritized the maintenance of social roles within groups of friends rather than exhibiting the behaviors that educators might desire a well-functioning group to engage in for science learning. ISE professionals may consider teaching strategies to help students learn to work through disagreements and discussion within a group, which students perceive as having long-lasting negative social consequences.
Do video games have positive impacts on the academic K–12 curriculum? The authors of this paper conducted a literature review of more than 300 research articles on the use of video games in the classroom. Their analysis found minimal evidence that video games have positive effects on mathematics and science learning.
This study reports on how high school students use scientifically correct language to articulate the concept of ‘force’. Although the analysis is somewhat complex, the importance of this study is its research of how the students engage with scientific concepts and language, and moreover, how they use and apply it.
Based on the data from the international student assessment study PISA, this research examines student interest in science as pointed out by measures of knowledge, affect, and value, and compares findings between four countries with contrasting cultural values. The authors argue that whilst levels of knowledge, value, and affect need to be understood in relation to the students’ cultural context, in general, an individual’s motivation for future participation in science, whatever their nationality, seems to be indicated by their current levels of enjoyment of science.
Scientists regularly use interactive visualizations and models of abstract phenomena in their work. There is a growing body of evidence showing students could also benefit from interactive visualizations. This study compared the impact of inquiry-based science instruction incorporating interactive visualizations with that of traditional instruction on students’ knowledge integration across science courses.