Education stakeholders from advocates to developers are increasingly recognizing the potential of science games in advancing student academic motivation for and interest in science and science careers. To maximize this potential, the project will use science games (e.g. Land Science, River City, and EcoMUVE), shown to be enjoyable to students and proven to promote student learning in science at the middle school level. Through a two-phase process, games will be used as vehicles for learning about ways to change how students think about science and potentially STEM careers. The goal of the intervention is to explore which processes and design features of science games will actually help students move beyond a temporary identity of being a scientist or engineer (as portrayed while playing the game) to one where students began to see themselves in real STEM careers. Students' participation will be guided by teams of teachers, faculty members, and graduate students from Drexel University and a local school. All science students attending the local inner city middle school in Philadelphia, PA, will participate in the intervention.
Using an exploratory mixed-method design, the first two years of the project will focus on exploring, characterizing, coding, and analyzing data sets from three large games designed to help students think about possible careers in science. During year 3, the project will integrate lessons learned from the first two years into the existing middle school science curriculum to engage students in a one-year intervention using PCaRD (Play Curricular activity Reflection Discussion). During the intervention, the PI will work with experts from Drexel University and a local school to collect data on the design features of Land Science to capture identity change in the science identity of the participating students. Throughout the course of year 3, the PI will observe, video, interview, survey, and use written tasks to uncover if the Land Science game is influencing students' identity in any way (from a temporary to a long-term perspective about being a scientist or engineer). Data collected during three specified waves during the intervention will be compared to analyses of existing logged data through collaborations with researchers at Harvard University and the University of Wisconsin-Madison. These comparisons will focus on similar middle-aged science students who used the same gaming environments as the students involved in this study. However, the researcher will intentionally look for characteristics related to motivation, science knowledge, and science identity change.
This project will integrate research and education to investigate learning as a process of change in student science identity within situated environmental contexts of digital science gameplay around curricular and learning activities. This integrated approach will allow the researcher to explore how gaming is inextricably linked to the student as an individual while involved in the learning of domain specific content in science. The collaboration among major university and school partners; the expertise of the researcher in educational psychology, educational technology, and science games; and the project's advisory board makes this a real-life opportunity for the researcher to use information that naturally exists in games to advance knowledge in the field about the value of gaming to changing students' science identities. It also responds to reports by the National Research Council committee on science learning and computer games, which identifies games as having the potential to catalyze new approaches to science learning.
Citizen science by youth is rapidly expanding, but very little research has addressed the ways programs meet the dual goals of rigorous conservation science and environmental science education. We examined case studies of youth-focused community and citizen science (CCS) and analyzed the learning processes and outcomes, and stewardship activities for youth, as well as contributions to site and species management, each as conservation outcomes. Examining two programs (one coastal and one water quality monitoring) across multiple sites in the San Francisco Bay Area, CA, in- and out-of-school
DACUM (Developing A CUrriculuM) was developed in Canada in the 1980s as a tool for industry to improve training. It has been championed in the USA by the Center for Education for Employment at The Ohio State University where they have conducted thousands of DACUMs and trained scores of people to conduct them. As used today, DACUM is a unique, innovative, and very effective method of job, and/or occupational analysis. It is also very effective for conducting process and functional analyses. The DACUM analysis workshop itself involves a trained DACUM facilitator and a committee of 5-12 expert
This review is a short synthesis of some of the literature around learning in adulthood, professional learning, professional learning frameworks, and models of professional learning frameworks. Its primary purpose is to inform the development of an interview protocol for the exploration of building a professional learning framework with a secondary purpose of providing richer shared language and understanding around some of the central constructs of a professional learning framework for the informal science education community and other informal learning environments.
This project, conducted by the University of Pittsburgh and the University of California, Berkeley, seeks to discover what makes middle school students engaged in science, technology, engineering, and mathematics (STEM). The researchers have developed a concept known as science learning activation, including dispositions, practices, and knowledge leading to successful STEM learning and engagement. The project is intended to develop and validate a method of measuring science learning activation.
The first stage of the project involves developing the questions to measure science activation, with up to 300 8th graders participating. The second stage is a 16-month longitudinal study of approximately 500 6th and 8th graders, examining how science learning activation changes over time. The key question is what are the influencers on science activation, e.g., student background, classroom activities, and outside activities.
This project addresses important past research showing that middle school interest in STEM is predictive of actually completing a STEM degree, suggesting that experiences in middle school and even earlier may be crucial to developing interest in STEM. This research goes beyond past work to find out what are the factors leading to STEM interest in middle school.
This work helps the Education and Human Resources directorate, and the Division of Research on Learning, pursue the mission of supporting STEM education research. In particular, this project focuses on improving STEM learning, as well as broadening participation in STEM education and ultimately the STEM workforce.
This poster was presented at 2017 Campus Office of Undergraduate Research Initiatives (COURI) Symposium, El Paso, TX.
One of the principal challenges of the partnership of scientists and high school students are the existent barriers of language between them (Kim & Fortner, 2007). In other words, since scientists are usefully deemed as characters with higher power, status, and knowledge, students may feel nervous or intimidated, especially when scientists speak jargons and complex language. The best educators have a magical way of engaging their audiences with compelling stories. Even the
This poster was presented at 2017 Campus Office of Undergraduate Research Initiatives (COURI) Symposium, El Paso, TX.
Purpose & Problem - According to some existing results identified in the literature, the partnership between high school students and scientist involves several challenges, such as time management, lack of equipment, communication barriers, organization, complexity of the scientific language and scientist availability. The purpose is to address these problems and identify effective ways that can enhance the partnership between the scientist and high school students during
This poster was presented at 2017 Campus Office of Undergraduate Research Initiatives (COURI) Symposium, El Paso, TX.
This study introduces cogenerative dialogues as a pedagogical tool to enhance the communications between students and engineers in a university internship environment. High school student interns worked with engineers for 7 months and were invited to conduct cogenerative dialogues with engineers regularly and discuss any issues, concerns, positives happened in the internship in order to improve their learning experience.
This poster was presented at 2017 Campus Office of Undergraduate Research Initiatives (COURI) Symposium, El Paso, TX. It describes the Work With a Scientist (WWASP) program, in which scientists and high school students engage in co-generative dialogues.
This resource list was produced by the GENIAL (Generating Engagement and New Initiatives for All Latinos) project, which convened Informal Science Learning (ISL) practitioners, community leaders, policymakers, researchers, and others focusing on generating engagement and new initiatives for Latinos.
The trend of utilising open learning environments and informal learning sources has a clear link to outdoor education, which bridges the gap between formal education and informal learning. According to the findings related to informal learning and its relevance to early professional development, the crucial era seems to be the first 3 years as an inexperienced teacher. Despite the long history, outdoor education needs new research methods. In Finland, the new National Curriculum 2016 underlines teaching of this “phenomenon” besides the traditional subject orientated teaching. This challenges
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