In what ways do urban youths’ hybridity constitute positioning and engagement in science-as-practice? In what ways are they “hybridizing” and hence surviving in a system that positions them as certain types of learners and within which they come to position themselves often as other than envisioned? To answer these questions, I draw from two ethnographic case studies, one a scientist–museum–school partnership initiative, and the other, an after-school science program for girls only, both serving poor, ethnically and linguistically diverse youth in Montreal, Canada. Through a study of the micro
The study examines the resources related to science that African American young men learn and develop by playing a card game called Spades, a common cultural practice in African American communities that dates back to the Civil War Era. The qualitative study examines what the Spades players at a local high school consider when making decisions about what cards to play. A significant finding is that the players use, learn and develop resources such as the ability to make observations, draw inferences, and use empirical data to inform future actions and decisions. Such reasoning bears a
The Astronomical Society of the Pacific (ASP) conducted a national survey of in-service teachers participating in Project ASTRO. The survey results document (1) the value that teachers place on supplemental astronomy education provided by professional and amateur astronomers, and (2) the difference that teachers perceive in the value provided by professional astronomers versus amateur astronomers. Survey participants indicated that they believe that the astronomer partner positively influenced students' attitudes toward science and that amateurs may be especially effective at the elementary
This study examined the effectiveness of worksheets while learning about biodiversity in a natural history museum. Despite the frequent use of worksheets by school classes during out-of-school activities, their effectiveness in enhancing knowledge acquisition has been addressed by relatively few empirical studies. 148 Austrian grammar school students aged eleven to fifteen took part in the pre- and post-test questionnaire study which included a one-hour learning phase with worksheets in the museum. Results indicate a high learning effect from pre- to post-test. Further analyses show that
The study aims to characterize contextual learning during class visits to science and natural history museums. Based on previous studies, we assumed that “outdoor” learning is different from classroom-based learning, and free choice learning in the museums enhances the expression of learning in personal context. We studied about 750 students participating in class visits at four museums, focusing on the levels of choice provided through the activity. The museums were of different sizes, locations, visitor number, and foci. A descriptive-interpretative approach was adopted, with data sources
The purpose of this study was to describe and understand the range of outcomes of class visits to natural history museums. The theoretical framework is based on the multifaceted process of learning in free choice learning environments, and emphasizes the unique and individual learning experience in museum settings. The study’s significance is in highlighting several possible cognitive as well as non-cognitive learning effects in museums class visits, by providing the student’s point of view. Data was collected by semi-structured interviews with 50 students in grades 6–8 on the day following
This article describes an initial attempt to find out students’ perceptions of class visits to natural history museums, with regard to the museum’s role as a place for intellectual and social experience. The study followed up approximately 500 Grades 6–8 students who visited four museums of different sizes, locations and foci. Data sources included the Museum Constructivist Learning Environment Survey (M-CLES), which was adapted from Constructivist Learning Environment Survey, an open-ended question and semi-structured interviews with 50 students. The three instruments highlighted some
It is presented some considerations related to the role of cinema to introduce and contextualize issues as the image of science and scientists and how science works. Cinema can be used as an important tool in science teacher training or education because it lets to establish connections between two relevant aspects in natural science classrooms: the emotional component that allows the audience to establish a relation with the characters of scientific stories (Arroio, 2010) and the historical-philosophical-sociological component which contributes to show a more real image of science in school
The article focuses on the survey titled, "Use of Informal Education Resources in Technology and Engineering Education" (ITEEA) on the informal science education (ISE) resources. In the survey, half of the respondents were not familiar with the term informal education (IE), even though it was clear by their responses to other questions. All of the respondents who held Doctorates were familiar with the term IE. Most of the respondents with only a Bachelor's degree were not familiar with the term IE. This article includes survey questions.
In the article, the author discusses technological developments in the education sector in the U.S. as of October 2013. He cites the introduction of the Next Generation Science Standards (NGSS) in early 2013 that is focused on science and engineering in the K-12 curriculum. The NGSS' four disciplinary core concepts include Earth and Space Sciences, Physical Sciences, and Engineering and Technology. He presents several NGSS-friendly software like Celestia and NetLogo, as well as hardware such as the Arduino open-source programmable controller.
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What Teachers and Districts Most Need from Research and Researchers: In this presentation from a workshop on research and practice at the NARST annual conference, Dan Gallagher of Seattle Public Schools and Tana Peterman of University of Washington discuss examples of what practitioners need from the education research community.
This implementation study explores middle school, high school and community college student experiences in Globaloria, an educational pilot program of game design offered in schools within the U.S. state of West Virginia, supported by a non-profit organization based in New York City called the World Wide Workshop Foundation. This study reports on student engagement, meaning making and critique of the program, in their own words. The study's data source was a mid-program student feedback survey implemented in Pilot Year 2 (2008/2009) of the 5 year design-based research initiative, in which the