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
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 MartinDouglas PrimeMichelle Scribner-MacLeanSamuel Christy
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 LondheColleen ManningRachel SchechterLaura HousemanIrene Goodman
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.
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
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
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
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
The practice and use of assessments in the informal science education (ISE) realm is highly diverse and inconsistent, with differing stakeholders having dramatically different attitudes towards which assessments (if any) they value. This essay reviews the landscape of attitudes and uses of assessment on the part of informal science education stakeholders beyond the research community.
Educational researchers, scholars, theoreticians, and practitioners define, interpret, and study out-of school science education in various ways. Some use the term informal, while others prefer free-choice, outdoor education, everyday learning or lifelong learning. Preferences reflect theory, settings and practice, but regardless of the terminology, all researchers who are engaged in learning that occurs outside of schools are convinced that a wide range of environments—structured and unstructured—afford various types of engagement and learning. Learning science in such environments has
This Science Learning+ Planning Project will develop a prototype assessment tool (based on a mobile technology platform) to map STEM learning experiences across different learning ecologies (e.g. science centers, mass media, home environment) and to develop research questions and designs for a Phase 2 Science Learning+ proposal. The tool will focus on the impact of the learning ecologies on knowledge, interest, identity and reasoning rather than emphasize learning in a specific content area. The proposing team will develop and conduct a small scale usability study during the planning period, which will inform what is proposed in the Phase 2 research. A key focus of the planning period will be to identify and develop the theoretical constructs (i.e., outcomes) to be measured by the prototype App. As a starting point, the project will start with four of the six strands identified in Learning Science in Informal Environments (National Research Council, Bell et al., 2009): (1) interest triggered by a STEM experience; (2) understanding scientific knowledge; (3) engaging in scientific reasoning; and (4) identifying with the scientific enterprise. Discussion among the project partners during the planning process will revolve around how these strands should be measured in the Phase 2 research across ecologies. The measurement tool will assess the goal(s) that people set as they engage in STEM learning within each ecology and will measure the individuals' duration and level of engagement. The project will strive to utilize measures that: (1) are nonobtrusive; (2) are embedded in STEM experiences; (3) can be used across ecologies; (4) can be scaled for other ecologies than the ones examined in Phase 2 research; and (5) will be easy to use by researchers and practitioners.
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Bradley MorrisJohn DunloskyGreat Lakes Science CenterUniversity of LimerickIdeaStream (UK)Irish Independent newspaper
The purposes of the STUDIO 3D evaluation were to collect information about the impact upon student learning as a result of participating in the STUDIO 3D Project, as well as to elicit information for program improvement. Areas of inquiry include recruiting and retention, impact on project participants, tracking student impacts, and the project as a whole.