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.
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
The middle grades are a crucial time for girls in making decisions about how or if they want to follow science trajectories. In this article, the authors report on how urban middle schoolgirls enact meaningful strategies of engagement in science class in their efforts to merge their social worlds with the worlds of school science and on the unsanctioned resources and identities they take up to do so. The authors argue that such merging science practices are generative both in terms of how they develop over time and in how they impact the science learning community of practice. They discuss the
This article examines how effectively a curriculum designed for a sixth grade classroom in a low income urban middle school was adapted utilize the funds of knowledge that existed among the students. The author discusses how all students draw on information that they obtain from their environment in the classroom and that this is often difficult for students in science classrooms in urban areas. The curriculum that is examined was for a unit that explored food and nutrition. The authors examine what funds of knowledge the students did bring into the classroom and how they were able to utilize
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
Young adolescents who expected to have a career in science were more likely to graduate from college with a science degree, emphasizing the importance of early encouragement.
This paper presents research on parent support of the development of new media skills and technological fluency. Parents' roles in their children's learning were identified based on interviews with eight middle school students and their parents. All eight students were highly experienced with technology activities. Seven distinct parental roles that supported learning were identified and defined: Teacher, Collaborator, Learning Broker, Resource Provider, Nontechnical Consultant, Employer, and Learner. The parents in this sample varied in their level of technological knowledge, though in every
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
This study was designed to contribute to a small but growing body of knowledge on the influence of gender in technology-rich collaborative learning environments. The study examined middle school students’ attitudes towards using computers and working in groups during scientific inquiry. Students’ attitudes towards technology and group work were analyzed using questionnaires. To add depth to the findings from the survey research, the role of gender was also investigated through the analysis of student conversations in the context of two activities: exploring science information on a hypertext
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Jessica GoldsteinSadhana Puntambekar
An important challenge in urban science education is finding ways to engage all students in the learning of science. However, research in this area has consistently shown that around middle school student engagement in science wanes. Using critical ethnographic methods this study reveals how students cultivate a sense of ownership in an informal science video project. Student ownership of what they they learn plays an important role in how they engage in the learning environment. In this study ownership is characterized by five themes, and the notion of student ownership science is challenged
The purpose of this paper is to examine the importance of science field trips as educational tools to connect students to classroom concepts. Experiential learning at formal and informal field trip venues increases student interest, knowledge, and motivation. The teacher's role in preplanning, implementation, and reflection often dictates the impact that the field trip will have on students. Science teacher education programs do not traditionally instruct preservice teachers how to plan or coordinate a field trip. Once teachers are empowered and learn how to develop and orchestrate a
The article discusses the significance of student's participation in a wireless, handheld field trip in the U.S. It is a program that comprises of a mix of podcasts, student multimedia creation, Web research and interviewing, designed by the Harvard Graduate School of Education. The innovation is vital to students' learning because it will allow them to interact with museum exhibits in a guided yet exploratory way and to increase both the amount of time students spend at exhibits and the depth of engagement with each exhibit. It revealed that in a museum setting, the technology can be used to
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Aliece WellerJohn BickarPaul McGuiness