Skip to main content

Community Repository Search Results

resource research Media and Technology
Mobile technology can be used to scaffold inquiry-based learning, enabling learners to work across settings and times, singly or in collaborative groups. It can expand learners’ opportunities to understand the nature of inquiry whilst they engage with the scientific content of a specific inquiry. This Sharples et al. paper reports on the use of the mobile computer-based inquiry toolkit nQuire. Teachers found the tool useful in helping students to make sense of data from varied settings.
DATE:
TEAM MEMBERS: Heather King
resource research Public Programs
Amusement parks offer rich possibilities for physics learning, through observations and experiments that illustrate important physical principles and often involve the whole body. Amusement parks are also among the most popular school excursions, but very often the learning possibilities are underused. In this work we have studied different teacher roles and discuss how universities, parks or event managers can encourage and support teachers and schools in their efforts to make amusement park visits true learning experiences for their students.
DATE:
TEAM MEMBERS: National Resource Center for Physics Education Ann-Marie Pendrill Cecilia Kozma Andreas Theve
resource evaluation Public Programs
This report summarizes the evaluation findings of the second year of the Science Beyond the Boundaries Early Learners Collaborative (ELC). The three-year project, funded through the Institute of Museum and Library Services (IMLS), connects science centers and children’s museums to enhance early learner programming. In Year Two, the ELC brought together 16 institutions to collaborate directly through regularly scheduled conference call discussions. During these discussions they shared their program experience, ideas on early childhood programs, and their thoughts on current early learner
DATE:
TEAM MEMBERS: Saint Louis Science Center Elisa Israel Sara Martinez Davis
resource research Media and Technology
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal and informal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and
DATE:
TEAM MEMBERS: Utah State University Victor Lee
resource research Public Programs
The project, called Experimenting With Storytelling, involved working with four schools in East London and Northamptonshire, United Kingdom. Each after school session, with elementary school children and their parents, consisted of a cultural story or folktale (the ‘storytelling’ part) which had some science in it followed by an associated practical activity (the ‘experimenting’ part).
DATE:
TEAM MEMBERS: Sai Pathmanathan
resource research Public Programs
STARBASE Minnesota strives to increase the knowledge, skills, and interest of inner-city elementary school youth in science, technology, engineering, and math (STEM) for greater academic and lifelong success. This study examines the potential long-term impacts of participation, including interest and engagement in STEM, academic achievement, high school graduation, and college enrollment.
DATE:
TEAM MEMBERS: Caryn Mohr Dan Mueller
resource project Public Programs
The Chester County intermediate Unit developed strong collaborations between school districts and informal education providers across Pennsylvania to engage thousands of students in high quality learning experiences. NASA will support these partnering institutions as they engage local teachers in professional development in high quality instruction during the school year. Requirements for both summer activities and school year activities necessitates cooperative agreements with secondary education partners to ensure fulfilling participation requirements such as reaching a large number of middle school students and teachers. The CCIU has many potential partners in the PA SoI project who have expressed interest in participating; including Carnegie-Mellon Robotics Academy, Cheyney University, Widener University, the Philadelphia School District, the Pennsylvania Department of Education and the NASTAR flight facility. With a renewed effort by the CCIU the PA Summer of Innovation Program will be implemented through the PAIU NET to provide quality STEM programming to students and STEM training to teachers while monitoring student outcomes. In Eastern PA camps will be held August 1-5 at 36 sites in the 20 participating school districts statewide. In Chester County, camp sites include Gordon Elementary School and Pope John Paul II Regional Catholic School. Additionally several NASA SoI Mini-Camps were held increasing the breath and depth of the program's impact.
DATE: -
TEAM MEMBERS: Chester County Intermediate Unit John Hall
resource research Media and Technology
To effectively address problems in education, research must be shaped around a problem of practice. Reorienting research and development in this way must overcome three obstacles. First, the incentive system for university researchers must be changed to reward research on problems of practice. Second, the contexts must be created that will allow the complexity of problems of practice to be understood and addressed by interdisciplinary teams of researchers, practitioners, and education designers. And third, meaningful experimentation must become acceptable in school systems in order to develop
DATE:
TEAM MEMBERS: M. Suzanne Donovan
resource project Media and Technology
The digital revolution has transformed how young people discover and pursue their interests; how they communicate with and learn from other people; and how they encounter and learn about the world around them. How can we identify best practices for incorporating new media technologies into learning environments in a way that resonates with youth, including their interests, goals, and the ways they use technology in their everyday lives? How do we resolve the need to document and recognize informal STEM learning and connect it to formal education contexts? What strategies can be developed for inspiring and tracking student progress towards the learning goals outlined in the Next Generation Science Standards (NGSS)? These questions are the underlying motivation for this CAREER program of research. Digital badges represent a specific kind of networked technology and have been touted as an alternative credentialing system for recognizing and rewarding learning across domains, both inside and outside of formal education contexts. While there is considerable enthusiasm and speculation around the use of digital badges, the extent to which they succeed at empowering learners and connecting their learning across contexts remains largely untested. This project seeks to fill this gap in knowledge. The approach taken for this program of study is a three phased design-based research effort that will be focused on four objectives: (1) identifying design principles and support structures needed to develop and implement a digital badge system that recognizes informal STEM learning; (2) documenting the opportunities and challenges associated with building a digital badge ecosystem that connects informal learning contexts to formal education and employment opportunities; (3) determining whether and how digital badges support learners' STEM identities; and (4) determining whether and how digital badges help learners to connect their informal STEM learning to formal education and employment opportunities. In Phase 1, an existing prototype created in prior work at Seattle's Pacific Science Center will be developed into a fully functional digital badge system. In Phase 2, the PI will also work collaboratively with higher education stakeholders to establish formal mechanisms for recognizing Pacific Science Center badges in higher education contexts. In Phase 3, the badge ecosystem will be expanded and students' use of and engagement with badges will be tracked as they apply to and enter college. The project involves high school students participating in the Discovery Corps program at the Pacific Science Center, undergraduate and graduate students at the University of Washington, and stakeholders in the K-12 and higher education community in Seattle. Educational activities integrated with this program of research will support: (1) mentoring University of Washington students throughout the project to develop their skills as practice-oriented researchers; (2) incorporating the research processes and findings from the project into university courses aimed at developing students' understanding of the opportunities and challenges associated with using new media technologies to support learning; and (3) using the research findings to develop educational outreach initiatives to support other informal STEM learning institutions in their use of digital badges.
DATE: -
TEAM MEMBERS: Katie Davis
resource project Public Programs
Florida State University and partner University of Alabama will collect and analyze data on how STEM teachers can most effectively collaborate with librarians. The data will be collected at focus groups held at four national conferences: the American Association of School Librarians, the Public Library Association, the National Science Teachers Association, and the National Council of Teachers of Mathematics. This variety of participants at these conferences will allow for diverse opinions, thoughts, and ideas to be compiled, supporting the analysis of how the collaboration between STEM teacher and librarian is working today and providing recommendations on how it could be improved. The overall goal of this planning grant is to assess what is happening in the field so the information can then be shared with the educational and library communities for greater impact.
DATE: -
TEAM MEMBERS: Don Latham
resource evaluation Media and Technology
NOVA Labs (www.pbs.org/nova/labs) is a web-based platform designed to engage teens and educators with authentic data, scientific games, tools, and opportunities to communicate with and assist working scientists. The present study sought to investigate the outcomes achieved by users of the fourth NOVA Labs platform developed: RNA Lab. The RNA Lab includes several key components of the previous labs (e.g., videos, educator guides, etc.). The major difference is that the RNA Lab “research challenge” is a game component. The NOVA Education team's overarching goals for teens using the Lab focused
DATE:
TEAM MEMBERS: WGBH Educational Foundation Brooke Havlik Mary Ann Wojton
resource evaluation Media and Technology
Tornado Alley is a giant screen adventure that follows renegade filmmaker Sean Casey and the scientists of VORTEX2, the largest tornado research project ever assembled, on their epic missions to encounter one of Earth’s most awe-inspiring events: the birth of a tornado. Program components included the giant screen film; a Web site; educators’ guides and resources for classroom and informal learning; and professional development sessions utilizing cyberinfrastructure to facilitate remote interactions between educators and researchers performing actual data manipulations. In addition, an
DATE:
TEAM MEMBERS: Giant Screen Films Deborah Raksany