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resource research Media and Technology
Science education researchers increasingly focus on the use of controversial science topics in the classroom to prepare students to make personal and societal decisions about these issues. However, researchers infrequently investigate the diverse ways in which students learn about controversial science topics outside the classroom, and how these interact with school learning. Therefore, this study uses qualitative, ethnographic research methods to investigate how 20 high school students attending a New York City public school learn about a particular controversial science topic-HIV/AIDS-in
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TEAM MEMBERS: Jennie Brotman Felicia Moore Mensah Nancy Lesko
resource research Media and Technology
In both formal and informal settings, not only science but also views on the nature of science are communicated. Although there probably is no singular nature shared by all fields of science, in the field of science education it is commonly assumed that on a certain level of generality there is a consensus on many features of science. In this paper, it will be argued that because of their focus on unifying items and their ignoring of the actual heterogeneity of science, it is questionable whether such consensus views can fruitfully contribute to the aim of science communication, i.e., to
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TEAM MEMBERS: Esther Dijk
resource research Media and Technology
The article presents information on the use of informational graphic novels to improve student motivation for reading instruction in U.S. education. The author looks at U.S. Common Core State Standards and close reading techniques. The article also discusses the use of Japanese Manga comic books in mathematics education.
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TEAM MEMBERS: William Brozo
resource research Media and Technology
One of the problems in science education is students' low motivation and difficulty to see the connection between science learning and their daily life. In addition, many science concepts are not intuitive, and involve complicated relations between parameters. We previously presented (Weizman & Broza, 2012) evaluation of a model integrating digital educational games with interactive learning units, where we found that students reported experiencing both learning and enjoyment. The current study focused on games in science, and examined the relation between the game design parameters and the
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TEAM MEMBERS: Ayelet Weizman
resource research Media and Technology
The article discusses the use of comics in teaching science. Sharing a comic before starting a class puts students in a more receptive mood for the lesson that follows. Comics can be used as attention-getters and critical thinking stimulants. The comics to use should be related to the lesson to be discussed. Comics can also be used to ease the pain of returning an exam to a class that has performed poorly. They can be used to illustrate or explain a concept. Be critical in choosing a comic series since only a few are explicitly scientific.
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TEAM MEMBERS: Kerry Cheesman
resource research Media and Technology
In this paper, research on interest and motivation is revisited in the context of informal science learning (ISL) settings such as museums, out-of school or after-school clubs or groups, science camps, and enrichment programs1. The ISL context differs from traditional school "cookbook" science in a number of critical ways: rather than emphasizing science information, it is designed to engage participants in inquiry-informed and free-choice opportunities to work with authentic science2. Productive participation in the ISL setting should enable the development of scientific literacy and
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TEAM MEMBERS: K. Ann Renninger
resource evaluation Media and Technology
The National Air and Space Museum (NASM) contracted with Randi Korn & Associates, Inc. (RK&A) to help determine realistic strategies and next steps for scaling up its Science in Pre-K program, a PNC Bank-funded teacher professional development program that supports District of Columbia Public Schools’ (DCPS) preschool teachers in teaching science through exploration and problem solving. How did we approach this project? RK&A prepared two literature reviews—Scaling Up and Distance Education—intended to explore best practices for scaling up non-profit programs and facilitating distance learning
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TEAM MEMBERS: National Air and Space Museum Randi Korn Emily Skidmore Emily Craig
resource evaluation Media and Technology
This report summarizes findings from a three-year study of the Time Team America: Science of Archeology project, funded by the National Science Foundation. The project included a series of archaeology field schools for youth, four broadcast episodes and a redesigned website with a variety of information and instructional resources. The evaluation included both formative and summative components and a mix of qualitative and quantitative methods including surveys, interviews, and focus groups. Includes interview protocol and survey.
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TEAM MEMBERS: Oregon Public Broadcasting Jennifer Borland
resource research Media and Technology
Presentation slides, transcript, Q&A, and recording from the NSF Cyberlearning Solicitation Information Webinar held on February 18, 2014.
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TEAM MEMBERS: The Center for Innovative Research in Cyberlearning Janet Kolodner Chris Hoadley
resource research Media and Technology
It is common knowledge that U.S. students have fallen behind in the acquisition of science knowledge and that the necessary solution is greater investment and better practices in our schools. But is better schooling really the solution? Drawing on a large base of research, the authors demonstrate that by the time U.S. citizens are young adults, they are better informed about science than their international peers; that the most important sources of scientific knowledge are not schools; and that the informal infrastructure of museums, aquariums, broadcast programming and other sources of
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TEAM MEMBERS: Oregon State University John H Falk Lynn Dierking
resource research Media and Technology
The purpose of the project is to develop, initiate, and disseminate a collaborative and sustained learning research agenda to inform how natural history museums can best use their resources to support our audiences in the 21st Century. A key component of the project was the 21st Century Learning in Natural History Settings Conference, held at the Smithsonian in Washington, DC, February 12 - 15, 2012. During the conference, 100 participants from across the US and three international sites engaged in a dynamic process of initiating the development of a Call to Action and Learning Research Agenda
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TEAM MEMBERS: National Museum of Natural History
resource evaluation Media and Technology
Goodman Research Group, Inc. conducted an external evaluation of WGBH's NOVA scienceNOW (NsN) multimedia project as part of the project’s award from the Advancing Informal STEM Learning division of the National Science Foundation. The evaluation assessed NsN’s effectiveness in meeting its broad goals for its public and professional audiences, including increasing public appreciation for, understanding of, and engagement in or pursuit of science, increasing science cafe organizers’ and speakers’ perceived expertise and skills, and fostering a community of practice among cafe organizers. The NsN
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TEAM MEMBERS: WGBH Educational Foundation Colleen Manning