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resource evaluation Media and Technology
The Global Viewport project was an integrative collaboration between the Woods Hole Oceanographic Institution (WHOI) and. the New Bedford Oceanarium Corporation dba Ocean Explorium at New Bedford Seaport (hereafter, Ocean Explorium). The main thematic area that was addressed is Improving Public Earth System Science Literacy. A main objective of the Global Viewport project was to address Goal 1 of the GEO Education and Diversity Strategic Plan (2010-2015): “Advancing public literacy in Earth System Science.” For this evaluation the public interacted with spherical display content in an informal
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TEAM MEMBERS: Woods Hole Oceanographic Institution (WHOI) Meredith Emery
resource research Public Programs
Resources are available to help educators teach nanotechnology topics and find curriculum materials for their classes, including published journal articles, video lectures, laboratory experiment procedures and in-person workshops. Educational materials shared by individual scientists and educators, nanotechnology research centers and professional organizations cover many fields of nanotechnology and all levels of education, both formal and informal. This article reviews these resources with the purpose of increasing their visibility and encouraging their use.
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TEAM MEMBERS: Kurt Winkelmann Leonard Bernas Mahmoud Saleh
resource evaluation Public Programs
Media MashUp is an IMLS funded project (Grant LG-07-08-0113i) to help libraries build capacity to offer computer-based programs for youth that help foster 21st Century literacy skills. Twenty first Century literacy skills include traditional literacy skills like reading and writing, but also encompass collaborative problem solving, and computer-based skills. As such, libraries and other institutions that help foster a literate public need to adapt to this new reality. While the public audience for this grant is the youth who participate in the Media MashUp programs at these libraries, this
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TEAM MEMBERS: Molly Phipps
resource project Media and Technology
The University of Massachusetts Lowell and Machine Science Inc. propose to develop and to design an on-line learning system that enables schools and community centers to support IT-intensive engineering design programs for students in grades 7 to 12. The Internet Community of Design Engineers (iCODE) incorporates step-by-step design plans for IT-intensive, computer-controlled projects, on-line tools for programming microcontrollers, resources to facilitate on-line mentoring by university students and IT professionals, forums for sharing project ideas and engaging in collaborative troubleshooting, and tools for creating web-based project portfolios. The iCODE system will serve more than 175 students from Boston and Lowell over a three-year period. Each participating student attends 25 weekly after-school sessions, two career events, two design exhibitions/competitions, and a week-long summer camp on a University of Massachusetts campus in Boston or Lowell. Throughout the year, students have opportunities to engage in IT-intensive, hands-on activities, using microcontroller kits that have been developed and classroom-tested by University of Massachusetts-Lowell and Machine Science, Inc. About one-third of the participants stay involved for two years, with a small group returning for all three years. One main component for this project is the Handy Cricket which is a microcontroller kit that can be used for sensing, control, data collection, and automation. Programmed in Logo, the Handy Cricket provides an introduction to microcontroller-based projects, suitable for students in grades 7 to 9. Machine Science offers more advanced kits, where students build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science offers more advanced kits, which challenge students to build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science's kits are intended for students in grades 9 to 12. Microcontroller technology is an unseen but pervasive part of everyday life, integrated into virtually all automobiles, home appliances, and electronic devices. Since microcontroller projects result in physical creations, they provide an engaging context for students to develop design and programming skills. Moreover, these projects foster abilities that are critical for success in IT careers, requiring creativity, analytical thinking, and teamwork-not just basic IT skills.
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TEAM MEMBERS: Fred Martin Douglas Prime Michelle Scribner-MacLean Samuel Christy
resource evaluation Media and Technology
Internet Community of Design Engineers (iCODE) program, which took an innovative approach to structuring self-directed learning –– using a collaborative on-line environment to facilitate hands-on activities, was a three year program led by the University of Massachusetts Lowell and Machine Science Inc., Cambridge. The overall objective of this program, which involved after-school and summer sessions and was funded by NSF’’s Innovative Technology Experiences for Students and Teachers (ITEST) Program, was to increase the likelihood that participating middle school and high school students will
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TEAM MEMBERS: Rucha Londhe Colleen Manning Rachel Schechter Laura Houseman Irene Goodman
resource research Media and Technology
Bang, Warren, Rosebery, and Medin explore empirical work with students from non-dominant communities to support teaching science as a practice of inquiry and understanding, not as a “settled” set of ideas and skills to learn.
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TEAM MEMBERS: Bronwyn Bevan Kerri Wingert
resource research Public Programs
The adoption of the Next Generation Science Standards means that many educators who adhere to model-based reasoning styles of science will have to adapt their programs and curricula. In addition, all practitioners will have to teach modeling, and model-based reasoning is a useful way to do so. This brief offers perspectives drawn from Lehrer and Schauble, two early theorists in model-based reasoning.
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TEAM MEMBERS: Kerri Wingert
resource evaluation Public Programs
The purpose of the 3-year formative and summative evaluation was to gauge public perceptions of the utility and quality of NASA-funded workshops and programs offered by the North Carolina Museum of Natural Sciences. This final summative report includes 3-year project findings from 11 NASA Educator Workshops and three Astronomy Days events.
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TEAM MEMBERS: North Carolina State Museum of Natural Science Mary Styers
resource research Media and Technology
Assessing science learning in informal environments involves a series of challenges that are difficult to address using traditional assessment practices (National Research Council, 2009). Some of the assessment challenges inherent in informal and afterschool environments include: (a) interactions in these environments are diverse in terms of duration, type of activity, number of people involved; (b) they usually include emerging behavior due to unpredictable interactions with other participants (e.g., peers, family members, and facilitators); and (c) these environments are characterized by a
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TEAM MEMBERS: Diego Zapata-Rievera
resource research Media and Technology
Cross-national assessments of student learning in mathematics, science, reading, computer technology, and civics have been successfully conducted since the 1960’s. Each subject required professional researchers and educators from different cultural backgrounds to reach agreement on a common definition of the content areas and measurement techniques for formal schooling. Two international organizations, the International Association for the Evaluation of Educational Achievement (IEA) and the Organization for Economic and Cooperation and Development (OECD) are now continuously conducting
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TEAM MEMBERS: Larry Suter
resource research Media and Technology
This background paper is intended to support consideration of assessments "in improving program quality and student learning outcomes in the field of informal science education." This includes three questions: (a) What definitions of engagement, interest, curiosity, and motivation might be used in evaluations of informal and after-school science learning programs and activities? (b) Given the diversity of learning experiences, what are the prospects for developing common definitions of engagement, interest, curiosity, and motivation? And, (c) Given the diversity of types of informal and after
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TEAM MEMBERS: K. Ann Renninger
resource research Media and Technology
The NRC Framework for K – 12 Science Education (2012) lists five major ideas that are essential to the design of assessments and learning environments: 1) limited number of core ideas of science, 2) cross-cutting concepts, 3) engaging students in scientific and engineering practices, 4) building integrated understanding as a developmental process, and 5) the coupling of scientific ideas and scientific and engineering practices to develop integrated understanding. What implications do these major ideas have for assessment in informal science setting? This paper will discuss each of these ideas
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TEAM MEMBERS: Joseph Krajcik