Today’s standardized testing methods are too narrow for measuring 21st-century learning that occurs across time and diverse social contexts, from formal to informal and embodied to virtual. This paper uses the concept of “connected learning” to illustrate what 21st-century education involves; it then describes research methods for documenting this learning.
Mobile technology can be used to scaffold inquiry-based learning, enabling learners to work across settings and times, singly or in collaborative groups. It can expand learners’ opportunities to understand the nature of inquiry whilst they engage with the scientific content of a specific inquiry. This Sharples et al. paper reports on the use of the mobile computer-based inquiry toolkit nQuire. Teachers found the tool useful in helping students to make sense of data from varied settings.
Amusement parks offer rich possibilities for physics learning, through observations and experiments that illustrate important physical principles and often involve the whole body. Amusement parks are also among the most popular school excursions, but very often the learning possibilities are underused. In this work we have studied different teacher roles and discuss how universities, parks or event managers can encourage and support teachers and schools in their efforts to make amusement park visits true learning experiences for their students.
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TEAM MEMBERS:
National Resource Center for Physics EducationAnn-Marie PendrillCecilia KozmaAndreas Theve
The Engineer Your Life (EYL) project is a national initiative to encourage college-bound young women to consider pursuing a degree and a career in engineering. The project aims to communicate to young women the societal value and rewards of being an engineer, rather than the traditional emphasis on the process of becoming an engineer. Target audiences include academically prepared high school girls, career counselors, and professional engineers. Evaluation data were collected in Year 1 and Year 2 of the EYL initiative to assess its impact. We found that young women were especially interested
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TEAM MEMBERS:
Concord Evaluation GroupChristine PaulsenChris BransfieldThea Sahr
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.
The digital revolution has transformed how young people discover and pursue their interests; how they communicate with and learn from other people; and how they encounter and learn about the world around them. How can we identify best practices for incorporating new media technologies into learning environments in a way that resonates with youth, including their interests, goals, and the ways they use technology in their everyday lives? How do we resolve the need to document and recognize informal STEM learning and connect it to formal education contexts? What strategies can be developed for inspiring and tracking student progress towards the learning goals outlined in the Next Generation Science Standards (NGSS)? These questions are the underlying motivation for this CAREER program of research. Digital badges represent a specific kind of networked technology and have been touted as an alternative credentialing system for recognizing and rewarding learning across domains, both inside and outside of formal education contexts. While there is considerable enthusiasm and speculation around the use of digital badges, the extent to which they succeed at empowering learners and connecting their learning across contexts remains largely untested. This project seeks to fill this gap in knowledge. The approach taken for this program of study is a three phased design-based research effort that will be focused on four objectives: (1) identifying design principles and support structures needed to develop and implement a digital badge system that recognizes informal STEM learning; (2) documenting the opportunities and challenges associated with building a digital badge ecosystem that connects informal learning contexts to formal education and employment opportunities; (3) determining whether and how digital badges support learners' STEM identities; and (4) determining whether and how digital badges help learners to connect their informal STEM learning to formal education and employment opportunities. In Phase 1, an existing prototype created in prior work at Seattle's Pacific Science Center will be developed into a fully functional digital badge system. In Phase 2, the PI will also work collaboratively with higher education stakeholders to establish formal mechanisms for recognizing Pacific Science Center badges in higher education contexts. In Phase 3, the badge ecosystem will be expanded and students' use of and engagement with badges will be tracked as they apply to and enter college. The project involves high school students participating in the Discovery Corps program at the Pacific Science Center, undergraduate and graduate students at the University of Washington, and stakeholders in the K-12 and higher education community in Seattle. Educational activities integrated with this program of research will support: (1) mentoring University of Washington students throughout the project to develop their skills as practice-oriented researchers; (2) incorporating the research processes and findings from the project into university courses aimed at developing students' understanding of the opportunities and challenges associated with using new media technologies to support learning; and (3) using the research findings to develop educational outreach initiatives to support other informal STEM learning institutions in their use of digital badges.
NOVA Labs (www.pbs.org/nova/labs) is a web-based platform designed to engage teens and educators with authentic data, scientific games, tools, and opportunities to communicate with and assist working scientists. The present study sought to investigate the outcomes achieved by users of the fourth NOVA Labs platform developed: RNA Lab. The RNA Lab includes several key components of the previous labs (e.g., videos, educator guides, etc.). The major difference is that the RNA Lab “research challenge” is a game component. The NOVA Education team's overarching goals for teens using the Lab focused
Tornado Alley is a giant screen adventure that follows renegade filmmaker Sean Casey and the scientists of VORTEX2, the largest tornado research project ever assembled, on their epic missions to encounter one of Earth’s most awe-inspiring events: the birth of a tornado. Program components included the giant screen film; a Web site; educators’ guides and resources for classroom and informal learning; and professional development sessions utilizing cyberinfrastructure to facilitate remote interactions between educators and researchers performing actual data manipulations. In addition, an
The purpose of this case study was to describe the nature of high school students’ experiences in the immersive four-day field experience at Stone Laboratory Biological Field Station including excursions to Kelley’s Island and South Bass Island. Six tenth, eleventh, and twelfth grade students participated through interviews, photovoice, observations, and a survey. Pretrip semi-structured interviews were conducted to understand each participant student’s relationship with science. Participants were given cameras to record their field trip experiences to relate what they found interesting
This article takes a critical look at three pervasive urban legends in education about the nature of learners, learning, and teaching and looks at what educational and psychological research has to say about them. The three legends can be seen as variations on one central theme, namely, that it is the learner who knows best and that she or he should be the controlling force in her or his learning. The first legend is one of learners as digital natives who form a generation of students knowing by nature how to learn from new media, and for whom “old” media and methods used in teaching/learning
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TEAM MEMBERS:
Paul KirschnerJeroen van Merrienboer
LIGO's Science Education Center is in charge of Education and Public Outreach Component for the LIGO Livingston Observatory. The three prime efforts are: (1) Professional development for teachers utilizing lab facilities and cross-institute collaborations. (2) Outreach to students K-16 (targeting 5- 9th grade), with on-site field trips to the LIGO Lab and Science Education Center, as well as off-site visits & presentations. (3) Outreach to the general public and community groups with on-site tours and Science Education Center Experience, as well as off=site visits and presentations. LIGO's Science Education Center is located at the LIGO Observatory, and has an auditorium, a classroom and a 5000 square foot exhibit hall with interactive exhibits at its disposal to complete its mission. In addition LIGO-SEC staff serve to help press and documentary film makers complete their missions in telling the "LIGO story" and encouraging budding scientists.
The IRIS Education and Public Outreach program draws upon the seismological expertise of Consortium members and combines it with the staff expertise to create products and activities that advance awareness and understanding of seismology and geophysics while inspiring careers in Earth science. These products and activities are designed to impact 6th grade students to adults in diverse settings: self-directed exploration over the Web, interactive museum exhibits, major public lectures, and in-depth exploration of the Earth’s interior in formal classrooms. Each year, a select group of undergraduates spends the summer conducting research under the expert guidance of Consortium members and affiliates. Other highlights include the widely distributed Teachable Moment slide sets for use in college and school classrooms within a day of major earthquakes, new animations and videos, new content for the Active Earth Monitor, and expanded use of social media.