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resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. Nationally, the US has a shortage of computer scientists; a big part of this problem is that girls are discouraged from learning computer science at a very young age. This project tries to address this problem by creating a videogame specifically oriented towards getting middle school girls interested in learning computer science concepts outside traditional programming classes. Based on evidence that stories provide a compelling way to present complicated technical subjects and that girls in particular respond to technology careers as a way to help others, the project is building a videogame called "Gram's House" in which social workers intend to move a fictional grandmother to a retirement home unless the player can outfit her home with sufficient technology for her to remain independent. Solving puzzles in the game requires learning core computer science concepts. Research studies will be conducted to determine whether the videogame is effective at getting girls interested in computer science, at teaching computer science concepts, and whether using stories makes videogames more effective for learning. This project based on an earlier successful prototype uses an iterative research-based design process including paper prototyping, playtesting, and focus groups (N=20) to create age appropriate activities, based on the CS Unplugged series, that support learning concepts from the Data, Internet, Algorithms, and Abstraction sections of the high-school level CS Principles curriculum. A quantitative, quasi-experimental design will be used to determine the overall effectiveness of teaching CS concepts under three types of game conditions: (a) games alone, (b) games with fictional settings, and (c) games with stories. A novel assessment instrument will be developed to assess content learning and qualitative observation using a standard observation protocol will be used to gauge interest and engagement. 70-80 middle school girls will be recruited for afterschool participation in the study in two states. As part of the dissemination efforts, a facilitator's guide, rule book, and materials such as maps and storyboards will be created and shared with the game. In addition, a workshop for computer science and other teachers who are interested in using games to teach CS concepts will be conducted.
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TEAM MEMBERS: Elisabeth Gee Carolee Stewart-Gardiner
resource research Media and Technology
In an experimental study, gender differences were found in how middle schoolers identified with scientists on popular TV shows. Male students identified most strongly with male scientists whom they perceived as respected, while female students identified most strongly with female scientists whom they perceived as dominant. The study also analyzed students’ identification with scientists as an effect of the genre of the TV shows.
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TEAM MEMBERS: Kerri Wingert
resource research Media and Technology
The past 50 years have seen a change in how science is perceived, from an “unproblematic accumulation of facts that describe the world” to a much messier enterprise involving building and revising models and theories. In an effort to bring this new understanding to science teaching and learning, this foundational article presents a conceptual framework of how inquiry can be driven by cognitive tools that support disciplinary knowledge. The authors use rubrics to help students gain a deeper understanding of their work and of the inquiry process.
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TEAM MEMBERS: Savannah Benally Kerri Wingert
resource research Media and Technology
This study helps us understand how children and adolescents perceive science and scientists, and it suggests some factors that influence those images. Researchers collected drawings from Catalan students ages 6 to 17 and analyzed them using the Draw-A-Scientist Test (Chambers, 1983). Findings show that, in general, Catalan students, and particularly boys over 12, retained classic stereotypes of scientists.
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TEAM MEMBERS: Anne Camey Kuo
resource research Media and Technology
Researchers asked 5,000 Norwegian college-level students of STEM about the sources of inspiration for their educational choices. The most influential people were teachers and parents—the people who knew the young people best. The findings suggest that the most effective STEM role models are individuals who have a personal connection with the young person making education and career choices.
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TEAM MEMBERS: Heather King
resource research Media and Technology
Brewer and Ley surveyed 851 participants in a U.S. city and revealed relationships among demographic characteristics, religious beliefs, political views, and trust in multiple forms of science communication sources.
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TEAM MEMBERS: Kerri Wingert
resource research Media and Technology
This paper’s findings illustrate the claim that young people’s prior knowledge cannot be separated from the cultural context in which it is situated. Using examples from a longitudinal ethnographic study of 13 children, the authors Bricker and Reeve argue that, in order to understand young people’s thinking and practice, we need to understand the social and cultural systems in which their thinking is embedded.
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TEAM MEMBERS: Heather King
resource research Media and Technology
At first glance, public knowledge of climate science appears encouraging. When prompted, most people can correctly identify some of the contributors to climate change. But they are much less likely to do so when they are not shown a checklist of possible causes. This study examined public understanding of two commonly used terms: “global warming” and “climate change.” The findings have important implications for informal science educators seeking to develop effective programmes and exhibitions on climate science.
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TEAM MEMBERS: Heather King
resource evaluation Media and Technology
A two stage summative evaluation was conducted following the launch of the Mystic Seaport for Educators website, the final output resulting from the IMLS National Leadership grant entitled Mystic E-Port Digital Classroom project. The results of four focus groups, conducted in two phases, found consistent results suggesting that the project was successful at achieving all four goals as outlined in the original grant proposal. Appendix includes focus group protocol.
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TEAM MEMBERS: Mystic Seaport John Fraser
resource research Media and Technology
Existing (and essentially school-based) approaches to assessment involve recording the extent to which learners gain particular knowledge or skills. In informal settings, outcomes depend on the participant’s own agenda. Michalchik and Gallagher propose an approach to assessment—of both individuals and programmes—that focuses on learner behaviour instead of on pre-determined objectives.
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TEAM MEMBERS: Heather King
resource research Media and Technology
How does a past learning experience get integrated into a present moment? How does a memory make individuals feel about what they are learning now—and then remember it? The influence of a past event or memory can significantly affect the learning going on in a present moment. In this paper presenting a theory of transfer, Nemirovsky argues that past emotions, past physical movements, and cognitive memories—which he calls collectively "episodic feelings"—are evoked in a present moment and contribute to an individual’s learning.
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TEAM MEMBERS: Suzanne Perin
resource research Media and Technology
This paper explores how science-aspiring girls balance their aspirations and achievement with societal expectations of femininity. In-depth interviews revealed two models that the girls tended to follow, termed feminine scientist or bluestocking scientist, and the precarious nature of both of these identities. Archer et al. suggest ways that practitioners can better support girls in their balancing acts.
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TEAM MEMBERS: Toni Dancstep