What are the effects of globalization and how are these manifested in local communities and in the learning of science there? These questions are unpacked within one local community in the United States, a place called “Uptown” where I examine the educational opportunities and pathways in science that are available for low-income Black American girls. The data comes from eight years of work both as an after-school science education program director and researcher in Uptown. The results suggest that globalization is taking hold, both in the social and economic circumstances of the community and
What if every kid had access to a real workshop? Like the ones in the corners of garages across the country: a basic array of tools, bits and pieces of hardware, piles of scrap materials and fasteners, plus stacks of unsorted boxes containing the remnants of projects gone by. Visualize also that the workshop held a few musical instruments-guitars, a keyboard, some percussion-as well as art supplies: markers, paints, clay, and the tools to shape it, ribbons glitter, beads, fabric, etc. n top of this, picture the workshop having a few hands-on exhibits to explore and manipulate-a vacuum chamber
In recent years, novel paradigms of computing have emerged, which enable computational power to be embedded in artefacts and environments in novel ways. These developments may create new possibilities for using computing to enhance learning. This paper presents the results of a design process that set out to explore interactive techniques, which utilized ubiquitous computer technology, to stimulate active participation, involvement and learning by children visiting a museum. Key stakeholders, such as museum curators and docents, were involved throughout the process of creating the exhibition
This article focuses on understanding how games and immersive participatory simulations, with their focus on doing science, are becoming an emerging type of curricula for supporting science education. It discusses the theoretical frameworks positing that knowing is a contextual and participatory act. The context in which one learns any particular content shapes resultant understandings of that content. Moreover, knowledge and skills in science should be established as an inquiry process and that new technologies and design methodologies can facilitate this process.
A study of docent-led guided school tours at a museum of natural history was investigated. Researchers engaged in naturalistic inquiry to describe how natural history content was conveyed to students and what students gained from this model of touring. They also investigated how the content and pedagogy within the guided tour complemented recommendations from formal science standards documents and informal learning literature. About 30 visiting school groups in Grades 2-8 were observed. Teachers (n = 30) and select students (n = 85) were interviewed. Researchers found that tours were organized
In this article, we describe a preliminary study that integrates research on engineering design activities for K-12 students with work on microworlds as learning tools. Here, we extend these bodies of research by exploring whether - and how - authentic recreations of engineering practices can help students develop conceptual understanding of physics. We focus on the design-build-test (DBT) cycle used by professional engineers in simulation-based rapid modeling. In this experiment, middle-school students worked for 10 hr during a single weekend to solve engineering design challenges using
What are students' mental models of the environment? In what ways, if any, do students' mental models vary by grade level or community setting? These two questions guided the research reported in this article. The Environments Task was administered to students from 25 different teacher-classrooms. The student responses were first inductively analyzed in order to identify students' mental models of the environment. The second phase of analysis involved the statistical testing of the identified mental models. From this analysis four mental models emerged: Model 1, the environment as a place
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TEAM MEMBERS:
Daniel ShepardsonBryan WeeMichelle PriddyJon Harbor
This study provides a historical overview of the development of the instructional television as a tool within the context of science education. The technology was traced from its beginning as experiments in public service broadcasting by universities and television networks, though closed circuit, cable, and commercially produced science-related programming. The use of the technology as a teaching tool is examined in terms of the concept of scientific literacy and the means by which instructional television helped to accomplish the goals of scientific literacy.
Research into learning in informal settings such as museums has been in a formative state during the past decade, and much of that research has been descriptive and lacking a theory base. In this article, it is proposed that the human constructivist view of learning can guide research and assist the interpretation of research data because it recognizes an individual's prior knowledge and active involvement in knowledge construction during a museum visit. This proposal is supported by reference to the findings of a previously reported interpretive case study, which included concept mapping and
This is a poster that was presented at the 2014 AISL PI meeting in Washington, DC. It describes a project that takes advantage of the charismatic nature of arachnids to engage the public in scientific inquiry, dialogue, and exploration.
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TEAM MEMBERS:
University of Nebraska LincolnEileen Hebets
This poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It describes a project that uses museum-based exhibits, girls' activity groups, and social media to enhance participants' engineering-related interests and identities.
This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining digital fluency – the competencies, new representational practices, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design, evaluate, critique, synthesize, and develop digital media artifacts, communication messages, or other electronic expressions. A primary goal of this paper is to identify promising perspectives through which learning is conceptualized, and to share the