The present paper thoroughly examines how one can effectively bridge in-school and out-of-school learning. The first part discusses the difficulty in defining out-of-school learning. It proposes to distinguish three types of learning: formal, informal, and non-formal. The second part raises the question of whether out-of-school learning should be dealt with in the in-school system, in view of the fact that we experience informal learning anyway as well as considering the disadvantages and difficulties teachers are confronted with when planning and carrying out scientific fieldtrips. The voices
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
This paper discusses the results of a long-term memory study in which fifty visitors to Expo 67 (25 participants from British Columbia and 25 from Quebec) shared their recollections of their personal experience forty years after the event. The impetus for this study stems from a desire to understand the long-term impact of visitors' experience in informal, leisure-time contexts, and, particularly in large-scale exhibitions. This paper presents and discusses outcomes that elucidate the nature of personal memories of Expo 67 and in relation to the collective memory of cultural events/productions
Harvard Family Research Project's (HFRP) Issues and Opportunities in Out-of-School Time Evaluation briefs highlight current research and evaluation work in the out-of-school time field. These documents draw on HFRP's research work in out-of-school time to provide practitioners, funders, evaluators, and policymakers with information to help them in their work. Recognizing the critical role that staff play in promoting quality out-of-school time (OST) programs, in this brief we examine OST professional development efforts and offer a framework for their evaluation.
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
In this study, we develop a model of science identity to make sense of the science experiences of 15 successful women of color over the course of their undergraduate and graduate studies in science and into science-related careers. In our view, science identity accounts both for how women make meaning of science experiences and how society structures possible meanings. Primary data included ethnographic interviews during students‘ undergraduate careers, follow-up interviews 6 years later, and ongoing member-checking. Our results highlight the importance of recognition by others for women in
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.
The question, "What constitutes a reasonable, useful agenda for research into science learning in out-of-school, free-choice environments?" has surfaced with increasing frequency over the past 10 years or so. One event that helped move the agenda forward was the National Science Foundation-funded conference, "Public Institutions for Personal Learning: Understanding the Long-term Impact of Museums," held in Annapolis in 1994. The proceedings of this conference, published by the American Association of Museums (Falk & Dierking, 1995), reflected a large step forward in setting out the research
These slides accompanied the plenary talk given by Joan Ferrini-Mundy at the 2014 AISL PI Meeting in Washington, DC. Dr. Ferrini-Mundy connected the history of National Science Foundation (NSF) support for informal STEM education with the roles that it will continue to play within the Directorate of Education and Human Resources (EHR) at NSF.
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
The field of museum education has advanced and adapted over the years to meet the changing needs of audiences as determined by new research, national policy, and international events. Educators from Chicago's Adler Planetarium & Astronomy Museum provide insight into a (somewhat) typical museum education department, especially geared for readers who are outside the realm of museum education and who may be unfamiliar with expectations placed on educators. Finally, the authors suggest areas of focus that should be targeted by museum educators for them to remain current in a rapidly evolving field
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TEAM MEMBERS:
Erin DragottoChristine MinervaMichelle Nicholas