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.
Funded by the National Science Foundation, The Handheld Science and Math Dictionaries for Deaf and Hard of Hearing Museum Visitors Research Project (DRL-1008546; Signing Science) is a collaboration between the Museum of Science (MOS) and TERC, which studies how visitors who are d/Deaf or hard of hearing (DHH) integrate iPod Touch versions of the Signing Science Pictionary, Signing Science Dictionary, and Signing Math Dictionary into their museum visit. Through this project, TERC has studied the integration of these dictionaries into museum visits of both school groups and family groups. To
Florida State University and partner University of Alabama will collect and analyze data on how STEM teachers can most effectively collaborate with librarians. The data will be collected at focus groups held at four national conferences: the American Association of School Librarians, the Public Library Association, the National Science Teachers Association, and the National Council of Teachers of Mathematics. This variety of participants at these conferences will allow for diverse opinions, thoughts, and ideas to be compiled, supporting the analysis of how the collaboration between STEM teacher and librarian is working today and providing recommendations on how it could be improved. The overall goal of this planning grant is to assess what is happening in the field so the information can then be shared with the educational and library communities for greater impact.
This study examines broader impact activities that are used to fulfill National Science Foundation's (NSF) broader impact criterion (BIC). While there have been many studies that discuss the merits and pitfalls of asking scientists to address BIC, there have been few studies that examine exactly what types of outreach and science communication activities Principal Investigators (PIs) are proposing to do. In an effort to fill this gap, this thesis draws from science communication theory and program logic modeling to inform a qualitative analysis of proposed broader impacts activities (BIAs) in
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 Boys and Girls Club Afterschool Outreach Program, designed by UC Irvine Science Educators in conjunction with Chemistry at the Space-Time Limit faculty, aimed to increase elementary students' interest, enthusiasm, and learning outcomes in STEM fields through the development of hands-on physical science science lessons. External evaluation results showed the program was successful in altering students' perceptions of scientists and supported their internalization of science as a potential career choice. Now in its third year, the program continues includes support from undergraduate student, graduate student, and faculty volunteerism.
The goal of the University of North Carolina at Greensboro's Academic and Cultural Enrichment (ACE) Scholars: New Americans for Community College Librarianship project is to increase the number of immigrants and refugees in community college librarianship. The project includes a recruitment drive, a targeted and focused curriculum that emphasizes multicultural, multilingual, and community engaged librarianship, and a proven practicum model, the Real Learning Connections. The project will result in a sustainable curriculum as well as a multilingual and multicultural cadre of 10 librarians, ready to serve diverse community college students, and ready to work in community college library environments.
In this chapter we present and discuss the results and reflections based on our recent developments and experiences in Europe and in Asia regarding how novel educational design patterns, mobile technologies and software tools can be combined to enhanced learning. We propose and recommend possible directions for the design of future educational activities and technological solutions that can support seamless learning. To the end, we discuss how the notion of seamless learning could be used to tackle some of the challenges our educational systems are facing in connection to the introduction of
DATE:
TEAM MEMBERS:
Marcelo MilradLung-Hsiang WongMike SharplesGwo-Jen HwangHiroaki Ogata
Urgent issues such as climate change, food scarcity, malnutrition, and loss of biodiversity are highly complex and contested in both science and society (1). To address them, environmental educators and science educators seek to engage people in what are commonly referred to as sustainability challenges. Regrettably, science education (SE), which focuses primarily on teaching knowledge and skills, and environmental education (EE), which also stresses the incorporation of values and changing behaviors, have become increasingly distant. The relationship between SE and EE has been characterized
Mobile Media Learning shares innovative uses of mobile technology for learning in a variety of settings. From camps to classrooms, parks to playgrounds, libraries to landmarks, Mobile Media Learning shows that exciting learning can happen anywhere educators can imagine. Join these educator/designers as they share their efforts to amplify spaces as learning tools by engaging learners with challenges, quests, stories, and tools for investigating those spaces.
Several major international studies recognize that children (and adults) pursue lifelong STEM interests and understandings, in and out of school, using a variety of community resources and networks. In most communities though, these resources are not well connected with one another, nor is there understanding on the ground of how children and adults can best access and use these resources to support their lifelong STEM interests and learning. The SYNERGIES project is predicated on the assumption that better understanding how 10-14 year old youth become interested and engaged with STEM (or not) across settings, time and space, will make possible a more coordinated network of educational opportunities, involving many partners in and out of school, and in the process, create a community-wide, research-based educational system that is more effective and synergistic. Using the under-resourced Parkrose community of Portland, Oregon as a case-study, the SYNERGIES team has been longitudinally studying the STEM interest and participation pathways of 200 youth for four years. Data from this investigation formed the foundation for a community-wide, multi-year STEM education improvement plan jointly developed by the schools, after-school providers, museums, libraries, parks, colleges, parents and businesses.
The maker movement is fundamentally changing the way educators and educational researchers envision teaching and learning. This movement contends making — an active process of building, designing, and innovating with tools and materials to produce shareable artifacts — is a naturally rich and authentic learning trajectory (Martinez & Stager, 2013). Makerspaces are places where making happens in community. I craft my dissertation to explore these two defining characteristics of makerspaces through a comparative case study (Stake, 1995) and a design experiment (Brown, 1992). In the comparative