The authors of this article discuss three pedagogical approaches, learning community, community of practice and community learning, and analyse their significance for knowledge acquisition and construction in higher education. The authors also explore the roles of technology in creating adequate environments for educators to implement teaching practices supported by these approaches and explain, through an illustrative course example, how technology and teaching methods can be used together to promote interaction among learners and help them achieve course goals.
This paper uses a possible selves theoretical framework to examine whether and how adolescent girls' images of themselves as future scientists change during their transition from high school to college. Forty-one female high school graduates from diverse ethnic and socioeconomic backgrounds, who had enrolled in an intensive math and science program while in high school, participated in interviews focused on their perceptions of factors that influenced their career plans over time. Participants suggested that career-related internships and intensive academic programs, especially those that
Deals with the success of the Rural Girls in Science Program at the University of Washington in Seattle, Washington State, which uses science to address local issues through long-term research projects. Source of funding for the program; Components of the research projects; Factors which contributed to the success of the program.
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TEAM MEMBERS:
Angela GinorioJanice FournierKatie Frevert
The article discusses the Science, Technology, Engineering and Mathematics: Information, Technology and Scientific Literacy (STEM-ALL) for ALl Learners project of Emporia State University, Kansas. The project is an interdisciplinary program for teaching information, technology and scientific-literacy that brings STEM content into Master of Library Science curriculum. It aims to create an Information, Technology and Scientific Literacy Certificate for educators to earn across degree programs.
The article presents the makerspaces in libraries where informal, collaborative learning can occur through hands-on creation using any combination of technology, industrial arts and fine arts not readily available for home use. It cites the underlying goal of a makerspace to encourage innovation and creativity via the use of technology and offer a place where everything can be nurtured. It notes a growing interest in design thinking afforded by makerspaces.
Art history images essential for teaching art history and art appreciation courses at institutions of higher education are important for universities' stakeholders (students, faculty and staff, local museums, and the neighbouring community). Digital images displayed on the Web sites of universities worldwide are generally made available through digitizing slide collections, subscribing to digital libraries of art history images, making use of faculty's personal images and using university library catalogues. When creating a collection of art history images, Russian universities are severely
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TEAM MEMBERS:
Inna KizhnerTatiana KochevaAnna KoulikovaRaissa LozhkinaEugenia Popova
Reports from the NSF, NRC, AAAS, and others urge over and over that we must teach "science as science is done," that "science is a way of knowing," that our goal should be to impart "scientific habits of mind," and that learning must be learner-centered and oriented toward process. Fine. But what does this really mean for science education, and especially laboratory education?
Science Club is an after school program created in partnership between Northwestern University and the Boys & Girls Clubs of Chicago. Every week throughout the academic year, middle school youth (grades 5-8) work in small groups with their graduate student mentors on challenging, hands-on experiments. The six Science Club curricular modules cover topics ranging from biomedical engineering to food science, all with the goals of helping youth to 1) improve their understanding of the scientific method, 2) develop scientific habits of mind, and 3) increase their interest in STEM fields, particularly health-related careers. Science Club serves 60 youth every quarter with the help of 30 trained scientist mentors. Science Club meets three days a week at the Pedersen-McCormick Boys & Girls Club in Chicago, IL.
In case studies of two first-year elementary classroom teachers, we explored the influence of informal science education (ISE) they experienced in their teacher education program. Our theoretical lens was identity development, delimited to classroom science teaching. We used complementary data collection methods and analysis, including interviews, electronic communications, and drawing prompts. We found that our two participants referenced as important the ISE experiences in their development of classroom science identities that included resilience, excitement and engagement in science
This case study is an analysis of the art criticism of one undergraduate and eight graduate art education students about the work of contemporary artist Robert Rauschenberg. The purpose of the analysis is to identify the students' use or nonuse of four thinking strategies found in the practice of three professional art critics and to assess implications for classroom art criticism.
A strategy for heightening university students' awareness within aesthetic encounters is described. The strategy, called aesthetigrams, is the focus of on going qualitative research, the purpose of which is to improve teaching and learning in regard to aesthetics-in-the-classroom. A more long-term research goal is discussed briefly. It addresses the possibility for a definition of aesthetic experience to be derived from student-produced records of their encounters.
In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in computer science areas. The study required the development of various forms of multimedia that were inclusive of content and activities delivered in a distance environment via the Internet. The team worked with a game art and design graduate class to