This short video entitled "Urban Science for the Hip-Hop Generation: The Documentary" provides an overview of a research program led by Chris Emdin of Teacher's College in NYC. Professor Emdin has designed a science program that builds on students' cultural and personal resources to engage students in STEM learning from a position of familiarity and strength. This is a powerful example of making STEM culturally relevant to students as a way to engage and excite them in learning.
One of the most recent additions to the range of Immersive Virtual Environments has been the digital fulldome. However, not much empirical research has been conducted to explore its potential and benefits over other types of presentation formats. In this review we provide a framework within which to examine the properties of fulldome environments and compare them to those of other existing immersive digital environments. We review the state-of-the-art of virtual reality technology, and then survey core areas of psychology relevant to experiences in the fulldome, including visual perception
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Simone SchnallCraig HedgeRuth Weaver
Problem-based learning (PBL) is a student-centered instructional strategy in which students solve problems and reflect on their experiences. Different domains need different approaches in the design of PBL systems. Therefore, we present one case study in this article: A Java Programming PBL. The application is developed as an additional module for the Learning Management System (LMS). This way the LMS is extended by PBL functionality and the LMS learning resources can be used in PBL.
This response to Leah A. Bricker and Phillip Bell's paper, GodMode is his video game name, examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning, and move on to thinking about how these insights can actually inform game design practice.
The authors review the giant screen (GS) film literature to determine if the form has unique attributes that contribute to science learning. They find that four attributes are claimed to contribute to higher learning outcomes: the sense of immersion by reducing peripheral views to a minimum; first person perspective contributing to the sense of presence in the film; narrative structure; and sensory stimulation of mirror neurons that promote kinesthetic learning. They demonstrate that most claims are without support in empirical research but uncover some recent results that give reason to
Since August of 2011, Project iLASER (Investigations with Light And Sustainable Energy Resources) has engaged children, youth and adults in public science education and hands-on activities across the entire length of the U.S.-Mexico border, from the Pacific Ocean to the Gulf of Mexico. The two main themes of Project iLASER activities focus on sustainable energy and materials science. More than 1,000 children have been engaged in the hands-on activities developed through Project iLASER at 20+ sites, primarily in after-school settings in Boys & Girls Clubs. Sites include Boys & Girls Clubs in California (Chula Vista, Imperial Beach, El Centro and Brawley); Arizona (Nogales); New Mexico (Las Cruces); and Texas (El Paso, Midland-Odessa, Edinburg and Corpus Christi). The project was co-funded between the NSF Division of Chemistry (CHE) and the Division of Research on Learning in Formal and Informal Settings (DRL).
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Southwestern CollegeDavid BrownDavid Hecht
This article explores the roots of the citizen science movement. It uses several ongoing projects as examples, including the Audubon's Christmas Bird Count, research into bee colony collapse, and nanotechnology programs. The article concludes by providing guidance for the development of future citizen science projects, focusing on an increased dialogue between traditional and informal science education.
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Michael MuellerDeborah TippinsLynn Bryan
Mueller, Tippins, and Bryan (2012) presented a new conceptualization of citizen science that is meant to facilitate emerging trends in the democratization of science and science education to produce civically engaged students. This article reviews some relevant trends in the field of citizen science, for clarity here referred to as public participation in scientific research (PPSR), and presents overlooked styles and outcomes of PPSR. Education efforts should seize the opportunity to emphasize the key and distinct roles students can play in both the science and the values elements that inform
Amateur astronomers play a critical role engaging the general public in astronomy. The role of individual and club-related factors is explored using data from two surveys (Survey 1 N=1142; Survey 2 N=1242) of amateur astronomers. Analysis suggests that formal or informal training in astronomy, age, club membership, length of club membership, and participation in club service are factors that contribute to the likelihood of an amateur engaging in education and public outreach. Sex (male or female) and club service were found to influence the level of outreach amateurs engage in. Interventions
The Gertrude Stein Repertory Theatre (doing business as the Learning World Institute), in collaboration with informal science education venues, universities, and corporations in Chicago, San Diego, and Washington, D.C., is organizing a set of three professional conferences and a web site to encourage stronger national and local communities of practice around the application of arts-based learning (ABL) to informal science education. Arts-based learning is the instrumental use of artistic skills, processes, and experiences to foster learning in non-artistic disciplines. The goal is to apply ABL to informal science education in ways that can foster the acquisition of STEM skills that are important in today's workforce. The set of conferences, with a total attendance of 750, will focus on an understanding of current and potential ABL applications to workforce skill development, opportunities to practice ABL directly, and creation of a research agenda on the impact of ABL on science education. The web site (funded through other sources) will help conference attendees prepare for the workshops, provide opportunities for networking, aggregate resources, and host the research agenda.
This study was commissioned by Intel Corporation to explore the ways in which corporate sponsorships of museum exhibitions influence visitor perceptions of both the corporation and of the museum exhibition. [Note: Intel was not one of the sponsoring companies studied during this research, and was not mentioned to visitors during the course of the study.] The overall implication of this study for museums is that carefully chosen and presented sponsorships, for a majority of visitors, have no impact on opinion of exhibits, but, in some cases, can lead to improvements. For companies, such
With support from the Institute of Museum and Library Services, the Mathematics in Zoos and Aquariums project worked with zoo and aquarium staff members to integrate mathematical concepts into the interpretation of living collections. Over two years, the project developed three activities related to logic, measurement, and data analysis and conducted workshops with over 400 staff from 124 institutions. In refining the workshop model and conducting evaluation, we found that most staff increased their comfort with and use of math-based activities and that the goals of the participants and the