This paper provides a brief overview of the ideas and principles underlying the connected learning movement, highlighting examples of how libraries are boosting 21st-century learning and promoting community development by partnering with a range of organisations and individuals to incorporate connected opportunities into their programmes. The connected learning movement supports interest-driven, peer-supported, and academically oriented learning for youth by promoting the core values of equity, participation, and social connection. By connecting formal and informal learning organisations with
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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Eric KlopferJudy PerryKurt SquireMing-Fong JanConstance Steinkuehler
The museum visit is an important part of elementary school science teaching. However, a divide exists between teachers, who require curricular accountability, and museums, who emphasize free-choice exploration. Can a carefully constructed worksheet bridge this divide by providing free-choice exploration of curricular topics during the museum visit? In the present study, a theoretical framework was constructed to inform the design of worksheets as free-choice learning devices. This framework was used to analyze the design of an existing museum worksheet. Subsequently, curriculum-related
This article presents a contextual model of learning that examines visitor learning in museums. It explores features of the model, factors that can influence learning in a museum setting, and challenges associated with teaching in a museum context.
Designs for CSCL (Computer-Supported Collaborative Learning) applications usually presume a desktop or laptop computer. Yet future classrooms are likely to be organized around Wireless Internet Learning Devices (WILD) that resemble graphing calculators, Palm, or Pocket-PC handhelds, connected by short-range wireless networking. WILD learning will have physical affordances that are different from today’s computer lab, and different from classrooms with 5 students per computer. These differing affordances may lead to learning activities that deviate significantly from today’s images of K-12 CSCL
Many informal science and mathematics education projects employ multiple media, but studies typically have investigated learning from a single medium, rather than multiple media. The present research, funded by the National Science Foundation, used Cyberchase(a multiple-media, informal mathematics project targeting 8-to 11-year-olds, produced by Thirteen/WNET) to investigate synergy among multiple media components and how they interact to yield cumulative educational outcomes.
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Shalom FischRichard LeshElizabeth MotokiSandra CrespoVincent Melfi
Youth participants in an informal after school science program created a multimodal digital video public service announcement video. This paper considers the counterstories that emerge within the video and during the making of the video that challenge existing definitions of science literacy. The investigation suggests youth engage in expansive learning where vertical knowledge and horizontal knowledge inform their actions toward community based energy issues. Vertical knowledge describes the scientific knowledge youth engage while horizontal knowledge refers to the locally situated knowledge
In recent years, many technological interventions have surfaced, such as virtual worlds, games, and digital labs, that aspire to link young people's interest in media technology and social networks to learning about science, technology, engineering, and math (STEM) areas. Despite the tremendous interest surrounding young people and STEM education, the role of school libraries in these initiatives is rarely examined. In this article, we outline a sociocultural approach to explore how school library programs can play a critical role in STEM education and articulate the need for research that
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Mega SubramaniamJune AhnKenneth FleischmannAllison Druin
Guided by contextual and constructivist perspectives, this study situates museumgoing in the everyday lives of children, exploring how children perceive their experiences in museums in relationship to the other places they visit. Children tended to categorize places by their relationship to them, placing museums most frequently in groupings organized by quality descriptors, when they visit, and social context. They perceive and value museums as places to look at unique, special things of interest to them. Most children prefer visiting museums with family and friends, with control of their
Informal environments—or out-of-school-time (OST) settings—play an important role in promoting science learning for preK–12 students and beyond. The learning experiences delivered by parents, friends, and educators in informal environments can spark student interest in science and provide opportunities to broaden and deepen students’ engagement; reinforce scientific concepts and practices introduced during the school day; and promote an appreciation for and interest in the pursuit of science in school and in daily life. NSTA recommends strengthening informal learning opportunities for all preK
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National Science Teachers Association
In this chapter we introduce the notion of islands of expertise, explore links between related socio-cultural and information processing theory, and overview a study of family conversations while parents and children look at authentic and replica fossils in a museum.
This paper argues that the diverse curriculum reform agendas associated with science education are strongly and critically associated with the educational characteristics of the humanities. The article begins with a survey of interpretations of the distinctive contribution which the humanities make to educational purposes. From this survey four general characteristics of the humanities are identified: an appeal to an autonomous self with the right and capacity to make independent judgements and interpretations; indeterminacy in the subject matter of these judgements and interpretations; a