The authors explored the perceived effects of an environmental expressive writing exercise by using a modified phenomenological method. The authors asked preservice teachers enrolled in a required public university science and society education course to compose multigenre compositions describing personal environmental impacts, followed by written reactions to the assignment. A group of 5 students from the course participated in interviews in which the authors investigated their backgrounds, attitudes, and experiences related to the expressive writing project. Analysis of the participants'
Learning to see inequity in science is critical to anyone who is actively encouraging young people to invest their education, career, and life in the discipline. If the culture of science is grossly inequitable, why should students take the risk of entering this discipline over careers in other arenas? Many scholarly publications from the fields of psychology, science education, and sociology have described inequities in science; proposed theoretical frameworks for understanding them; and explored practical strategies for addressing such inequities, but progress in jettisoning these inequities
This study follows an ethnically and economically diverse sample of 33 high school students to explore why some who were once very interested in science, engineering, or medicine (SEM) majors or careers decided to leave the pipeline in high school while others persisted. Through longitudinal interviews and surveys, students shared narratives about their developing science identities, SEM participation and aspirations. In analysis, three groups emerged (High Achieving Persisters, Low Achieving Persisters, and Lost Potentials), each experiencing different interactions and experiences within
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
This article draws from the literature on self-determination and Universal Design for Learning principles to set forth the theory that students identified as having learning disabilities may be environmentally disadvantaged and their learning difficulties exasperated by the traditional classroom learning environment. Alternatively, the digital learning environment found in simulation video games is designed so participants can be autonomous, self-directed, goal-oriented and successful. These are, coincidentally, the salient features of a technology-enhanced learning environment designed with
This article explores analogy as a communicative tool used by parents to relate children's past experiences to unfamiliar concepts. Two studies explored how similarity comparisons and relational analogies were used in parent-child conversations about science topics. In Study 1, 98 family groups including 4- to 9- year-olds explored two science museum exhibits. Parents suggested comparisons and overtly mapped analogical relations. In Study 2, 48 parents helped first- and third-grade children understand a homework-like question about infections. Parents suggested relational analogies and overtly
Substantial evidence exists to indicate that outdoor science education (OSE)—properly conceived, adequately planned, well taught, and effectively followed up—offers learners opportunities to develop their knowledge and skills in ways that add value to their everyday experiences in the classroom. Specifically, OSE can have a positive impact on long-term memory due to the memorable nature of the setting. Effective OSE, and residential experience in particular, can lead to individual growth and improvements in students’ social skills. More importantly, there can be reinforcement between the
This paper addresses the role of museums in education in science and technology through the discussion of a specific project entitled EST "Educate in Science and Technology". The Project puts together methodologies and activities through which museums can be used as resources for long-term project work. In-service training for teachers, work in class with learning kits or with materials brought in by a science Van, and visits to the museum are planned and developed jointly by museum experts and teachers. The Project proposes a teaching and learning model which sees the museum experience as
Harris and Koenig make a compelling case for the importance of adult “testimony” and its influence on children's developing conceptions of topics in science and religion. This commentary considers how their analysis relates to constructivist and sociocultural theories and discusses several ways in which Harris and Koenig's arguments help to debunk some prevalent assumptions about research on the social context of cognitive development. Finally, a number of additional issues are raised for debate and discussion, and some critiques and suggestions for future research are discussed. The issues
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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Museu Exploratorio de CienciasSandra MurrielloMarcelo Knobel
This article reviews how the relationship between computer games and learning has been conceptualized in policy and academic literature, and proposes a methodology for exploring learning with games that focuses on how games are enacted in social interactions. Drawing on Sutton-Smith's description of the rhetorics of play, it argues that the educational value of games has often been defined in terms of remedying the failures of the education system. This, however, ascribes to games a specific ontology in a popular culture that is defined in terms of its opposition to school culture. By
Both in common parlance and within the academy, the word “learning” has broad and varied meanings. On the street, we apply the same term to a child who, as a result of bitter experience, will no longer tease an older, tougher peer, and to those who achieve the highest Latinate degrees after many years of study at the University. In the field of psychology, “learning” was the major topic in America for fifty years, before it was replaced and almost consigned to oblivion, courtesy of the “cognitive revolution” of the 1960s (Gardner 1985). Now, with study becoming a lifelong enterprise, and with
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Margaret WelgelCarrie JamesHoward Gardner