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resource research Public Programs
In this article, we explore the Programme for International Student Assessment (PISA) with a lens informed by the socioscientific issues (SSI) movement. We consider the PISA definition of scientific literacy and how it is situated with respect to broader discussions of the aims of science education. We also present an overview of the SSI framework that has emerged in the science education community as a guide for research and practice. We then use this framework to support analysis of the PISA approach to assessment. The PISA and SSI approaches are seemingly well aligned when considering
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TEAM MEMBERS: Troy Sadler Dana Zeidler
resource research Exhibitions
This article offers findings from a learning sciences-informed evaluation of a nanoscience and nanotechnology exhibition called Nano-Aventura (NanoAdventure), based on four interactive-collaborative games and two narrated videos. This traveling exhibition was developed in Brazil by the Museu Exploratório de Ciências for children and teenagers (ages 9 to 14), but it was also open to the general public. We report findings from a mixed-methods study incorporating questionnaires completed by visiting school children (n=814) and the general public (n=338) and interviews with school visitors (n=23)
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TEAM MEMBERS: Museu Exploratorio de Ciencias Sandra Murriello Marcelo Knobel
resource evaluation Media and Technology
This report summarizes findings from an evaluation of the NSF-funded project: Two Eyes, 3D. Through collaborations with two museums, the project sought to develop and test learning outcomes for stereoscopic (3D) resources. More specifically, the external evaluation—conducted by Rockman Et Al—sought to determine the perceived value of using stereoscopic technology within museums and planetariums, uncover best practices for implementation of stereoscopic resources, and further explore best practices for research partnerships within museum settings.
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TEAM MEMBERS: American Association of Variable Star Observrs Jennifer Borland
resource research Media and Technology
This article focuses on understanding how games and immersive participatory simulations, with their focus on doing science, are becoming an emerging type of curricula for supporting science education. It discusses the theoretical frameworks positing that knowing is a contextual and participatory act. The context in which one learns any particular content shapes resultant understandings of that content. Moreover, knowledge and skills in science should be established as an inquiry process and that new technologies and design methodologies can facilitate this process.
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TEAM MEMBERS: Sasha Barab Chris Dede
resource research Media and Technology
This study provides a historical overview of the development of the instructional television as a tool within the context of science education. The technology was traced from its beginning as experiments in public service broadcasting by universities and television networks, though closed circuit, cable, and commercially produced science-related programming. The use of the technology as a teaching tool is examined in terms of the concept of scientific literacy and the means by which instructional television helped to accomplish the goals of scientific literacy.
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TEAM MEMBERS: Kenneth King
resource research Public Programs
This is a poster that was presented at the 2014 AISL PI meeting in Washington, DC. It describes a project that takes advantage of the charismatic nature of arachnids to engage the public in scientific inquiry, dialogue, and exploration.
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TEAM MEMBERS: University of Nebraska Lincoln Eileen Hebets
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It discusses the second season of SciGirls, a multimedia project designed to encourage and empower more girls to pursue careers in STEM.
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TEAM MEMBERS: Twin Cities Public Television Rita Karl
resource research Media and Technology
This poster was shared at the 2014 AISL PI meeting, August 20-22. It describes the goals and early (pre-award) work on the GrACE project. This project aims to teach computational thinking and fostering computer science attitude change among middle school students through a procedurally generated puzzle game.
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TEAM MEMBERS: Northeastern University Gillian Smith Casper Harteveld
resource project Media and Technology
Northeastern University will design, test, and study GrACE, a procedurally generated puzzle game for teaching computer science to middle school students, in partnership with the Northeastern Center for STEM Education and the South End Technology Center. The Principal Investigators will study the effect of computer generated games on students' development of algorithmic and computational thinking skills and their change of perception about computer science through the game's gender-inclusive, minds-on, and collaborative learning environment. The teaching method has potential to significantly advance the state of the art in both game-based learning design and yield insights for gender-inclusive teaching and learning that could have broad impact on advancing the field of computer science education. Development and evaluation of GrACE will consist of two, year-long research phases, each with its own research question. The first, design and development, phase will focus on how to design a gender-inclusive, educational puzzle game that fosters algorithmic thinking and positive attitude change towards computer science. The content generator will be created using Answer Set Programming, a powerful approach that involves the declarative specification of the design space of the puzzles. The second phase will be an evaluation that studies, by means of a mixed-methods experimental design, the effectiveness of incorporating procedural content generation into an educational game, and specifically whether such a game strategy stimulates and improves minds-on, collaborative learning. Additionally, the project will explore two core issues in developing multiplayer, collaborative educational games targeted at middle school students: what typical face-to-face interactions foster collaborative learning, and what gender differences exist in how students play and learn from the game. The project will reach approximately 100 students in the Boston area, with long-term goals of reaching students worldwide, once the game has been tested with a local audience. Results of the project will yield a new educational puzzle game that can teach algorithmic thinking and effect attitude change regarding computer science. Through the process of creating a gender-inclusive game to teach computer science, it will provide guidelines for future educational game projects. Beyond these individual project deliverables, it will improve our understanding of the potential for procedural content generation to transform education, through its development of a new technique for generating game content based on supplying educational objectives.
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TEAM MEMBERS: Northeastern University Gillian Smith Casper Harteveld
resource research Professional Development, Conferences, and Networks
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project designed to increase informal learning opportunities for blind youth in STEM.
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TEAM MEMBERS: National Federation of the Blind Mark Riccobono
resource research Media and Technology
Research chemists from the Center for Enabling New Technologies Through Catalysis (CENTC) worked collaboratively with the Liberty Science Center (LSC) to develop a hands-on activity to educate visitors about how small molecules derived from petroleum feedstocks are used to make larger molecules that are then utilized in the production of everyday consumer goods. Researchers, faculty, and students provided the chemistry content and LSC worked with Blue Telescope Studios to create a user-friendly program for the Ideum Multitouch Table. The resulting “Molecule Magic,” an engaging and intuitive
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TEAM MEMBERS: Center for Enabling New Technology Through Catalysis (CENTC) Abby O'Connor
resource research Exhibitions
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. STAR Library Education Network (STAR_Net) is a national program led by the Space Science Institute’s National Center for Interactive Learning (NCIL). STAR stands for Science-Technology Activities and Resources (www.starnetlibraries.org). Core partners include the American Library Association, Lunar and Planetary Institute, and the National Girls Collaborative Project. Other partners include the National Academy of Engineering, Engineers Without Borders-USA, IEEE-USA, the National Renewable Energy Lab, American Geophysical
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TEAM MEMBERS: SPACE SCIENCE INSTITUTE/National Center for Interactive Learning Paul Dusenbery