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resource research Media and Technology
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
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TEAM MEMBERS: Takumi Sato Angela Calabrese Barton
resource research Media and Technology
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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TEAM MEMBERS: National Science Teachers Association
resource research Exhibitions
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.
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TEAM MEMBERS: Kevin Crowley Melanie Jacobs
resource research Public Programs
After-school programs, scout groups, community service activities, religious youth groups, and other community-based activities have long been thought to play a key role in the lives of adolescents. But what do we know about the role of such programs for today's adolescents? How can we ensure that programs are designed to successfully meet young people's developmental needs and help them become healthy, happy, and productive adults? Community Programs to Promote Youth Development explores these questions, focusing on essential elements of adolescent well-being and healthy development. It
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TEAM MEMBERS: Jacquelynne Eccles Jennifer Gootman
resource research Media and Technology
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
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TEAM MEMBERS: Tara O'Neill Angela Calabrese Barton
resource research Media and Technology
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our
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TEAM MEMBERS: Michael Horn Erin Solovey R. Jordan Crouser Robert Jacob
resource research Exhibitions
In this paper we describe the design and initial evaluation of a tangible computer programming exhibit for children on display at the Boston Museum of Science. We also discuss five design considerations for tangible interfaces in science museums that guided our development and evaluation. In doing so, we propose the notion of passive tangible interfaces. Passive tangibles serve as a way to address practical issues involving tangible interaction in public settings and as a design strategy to promote reflective thinking. Results from our evaluation indicate that passive tangibles can preserve
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TEAM MEMBERS: Michael Horn Erin Solovey Robert Jacob
resource research Media and Technology
Schools do not define education, and they are not the only institutions in which learning takes place. After-school programs, music lessons, Scouts, summer camps, on-the-job training, and home activities all offer out-of-school educational experiences. In Learning at Not-School, Julian Sefton-Green explores studies and scholarly research on out-of-school learning, investigating just what it is that is distinctive about the quality of learning in these “not-school” settings. Sefton-Green focuses on those organizations and institutions that have developed parallel to public schooling and have
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TEAM MEMBERS: The MacArthur Foundation Julian Sefton-Green
resource research Public Programs
This study conducted on NASA's Summer of Innovation programs identifies best practices for summer and afterschool programming.
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TEAM MEMBERS: Booz Allen Hamilton
resource research Public Programs
In 2006, Lucy Friedman of The After School Corporation and Jane Quinn of the Children’s Aid Society, both founding members of CSAS, published a commentary piece in Education Week entitled “Science by Stealth.”
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TEAM MEMBERS: The Coalition for Science After School Lucy Friedman Jane Quinn
resource research Public Programs
Many teachers are unsure about how to best utilize museum educational resources. They do not think that approaches and strategies from informal learning environments apply to classroom settings (Melber & Cox-Peterson, 2005). Yet studies have shown that simple solutions such as exhibit orientation and conducting pre and post-visit activities to supplement a field trip can help students have a richer learning experience (Gilbert & Priest, 1997; Anderson & Lucas, 1997). The current study explores the affect of making relevant findings from informal learning research explicit to pre-service
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resource research Media and Technology
This paper describes the integration of handheld computer technology into an existing web-based educational platform, the Web-based Inquiry Science Environment (WISE) and the synergy it produces. This solution facilitated a research program that explores how handheld computers (PDAs, palmtops, etc.) can expand the scope and functionality of inquiry activities in K-12 science and mathematics curriculum. The paper presents the WISE software and curriculum and explains how combining it with handheld technology creates unique educational opportunities. It then goes on to describe the system that
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TEAM MEMBERS: Turadg Aleahmad Jim Slotta