Research suggests that parents are effective at scaffolding their children's learning to help them become self-regulated problem solvers. Yet little is known about parents' effectiveness at assisting their children with problems that parents find unfamiliar and, thus, do not have at hand either the solution or strategies that a novice child could profitably implement. In this study, 20 dyads of parents and their preadolescent children spent 45 min solving a scientific reasoning problem that entailed generating and interpreting a series of experimental trials to understand the causal structure
This longitudinal research used a sociocultural perspective to examine planning competence in the everyday experiences of European American and Latino children from 7 to 9 years of age. Data on children's participation in planning their activities outside of school, parental expectations about children's planning competence, and children's planning in the classroom were collected yearly from Grades 2 to 4 from 140 children and their mothers, and the children's teachers. Results indicate that decision-making practices and parental expectations change with development and vary by ethnicity
In this study our goal is to conduct a "connective ethnography" that focuses on how gaming expertise spreads across a network of youth at an after-school club that simultaneously participates in a multi-player virtual environment (MUVE). We draw on multiple sources of information: observations, interviews, video recordings, online tracking and chat data, and hundreds of hours of play in the virtual environment of Whyville ourselves. By focusing on one particular type of insider knowledge, called teleporting, we traced youth learning in a variety of online and offlien social contexts, both from
Several instruments have been developed to assess student images of scientists, but most require children to respond in writing. Since not all children can respond appropriately to written instruments. Chambers (1983) developed the Draw-A-Scientist Test (DAST) in which children's drawings are rated according to particular characteristics present or absent in the drawings, allowing researchers to determine the images of scientists children hold. In order to improve the objectivity and interrater reliability of this means of assessment, the authors built upon Chambers' study to develop a
DATE:
TEAM MEMBERS:
Kevin FinsonJohn BeaverBonnie Cramond
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9–12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating elementary schools and after-school centers to travel through virtual spaces to perform educational activities, talk with other users and mentors, and build virtual personae. Our work has involved an agenda and process that may be called socially
DATE:
TEAM MEMBERS:
Sasha BarabMichael ThomasTyler DodgeRobert CarteauxHakan Tuzun
Design-based research is a collection of innovative methodological approaches that involve the building of theoretically-inspired designs to systematically generate and test theory in naturalistic settings. Design-based research is especially powerful with respect to supporting and systematically examining innovation. In part, this is due to the fact that conducting design-based research involves more than examining what is. It also involves designing possibilities and then evolving theories within real-world contexts. In this article we share the historical development of three outcomes of
Free-choice learning and, derivatively, free-choice environmental learning emerges as a powerful vehicle for supporting diversity in learning styles (Falk & Dierking, 2002). In this article, I argue that free-choice environmental learning holds great potential for enabling us to understand what is at stake in environmental learning and thus help us build a sustainable future. I examine the different informal learning contexts for children, home (family and play), museums, zoos, nature parks and wilderness, among many others, and offer an explanation for how learning occurs in these settings
The aim of this research was to investigate the way in which parents of Grade One learners in a traditionally black school facilitate learning to help their children acquire mathematical skills and knowledge in mathematics, and also to help them become confidently involved in and give meaning to mathematics learning in Grade One. A questionnaire, which was compiled after an intensive literature study, was administered and semi-structured interviews were held. Data were analysed quantitatively and qualitatively, and it became evident that the parents of Grade One learners in the school used for
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
There has been little work done on the early experiences of children looking at plant exhibits in botanical gardens. This project, a parallel study to one carried out in zoos, sought to establish what the groups talked about and whether there were differences in content when adults were present and between single sex and mixed groups. The conversations were collected during primary school visits to the Royal Botanical Gardens, Kew, England, whilst the groups looked at plant specimens. Transcripts of the conversations were analysed using a systemic network. The results show that children talked
Classroom tasks should develop a spirit of inquiry and a sense of delight in discovery that will become part of the individual's learning style. Yet in the traditional elementary classroom, the use of worksheets, lectures and basal reading tasks to the exclusion of hands-on, participatory opportunities fails to encourage a child's construction of knowledge. By setting up a problem to be solved, demanding interaction, producing effects from direct actions and allowing variations of approach, cognitive development in children is enhanced. Hands-On Children's Museums encourage contextually
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
DATE:
TEAM MEMBERS:
Aliece WellerJohn BickarPaul McGuiness