The article discusses the 4-H Science mission of the 4-H Youth Development Program, an out-of-school-time program addressing science technology engineering and mathematics (STEM) learning. It states that one of the approaches is on robotics education using a Junk Drawer Robotics curriculum having three levels: Give Robots a Hand, Robots on the Move, and Mechatronics, each level having modules that focus on science and engineering concepts.
Currently, there are policy debates regarding the efficacy and legality of single sex formal and informal education programs. This issue is particularly poignant in science education due to the historical marginalization of women in these fields. This marginalization has resulted in women being positioned as a stigmatized group within many science, technology, engineering, and mathematics (STEM) related fields. Research points to adolescence as the age where this sense of marginalization begins to develop. As a result, policy responses have utilized various frameworks such as: increased access
This article explores the roots of the citizen science movement. It uses several ongoing projects as examples, including the Audubon's Christmas Bird Count, research into bee colony collapse, and nanotechnology programs. The article concludes by providing guidance for the development of future citizen science projects, focusing on an increased dialogue between traditional and informal science education.
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TEAM MEMBERS:
Michael MuellerDeborah TippinsLynn Bryan
Modern zoological gardens have invested substantial resources in technology to deliver environmental education concepts to visitors. Investment in these media reflects a currently unsubstantiated belief that visitors will both use and learn from these media alongside more traditional and less costly displays. This paper proposes a model that identifies key factors theorized to influence the likelihood of visitors engaging in technology-delivered media. Using data from two case studies of large National Science Foundation-funded projects in zoos, the authors argue key factors in predicting
The article discusses the growing interest and excitement over Makerspaces referred to as places where design and entrepreneurial ideas are allowed and where technology and construction equipment are available in an area dedicated to play. It cites the launching of Techbridge in 16 schools in California where U.S. Department of Education officials participated on a lively discussion on how Maker activities with the Departments pursuit of science, technology, engineering and mathematics (STEM) and Common Core goals. It notes how the physical and digital nature of the spaces are reminiscent of
The article discusses the promotion of creative thinking at school libraries through Makerspace, a space in which students, teachers and librarians can take advantage of multiple learning styles. Individuals who are users of this space may be considered non-conformists, radicals and misfits. They use the Using, Tinkering, Experimenting and Creating (uTEC) Maker Model which guides them to the creative and inventive processes.
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TEAM MEMBERS:
David LoertscherLeslie PreddyBill Derry
The article presents a lesson plan for eighth-grade students on neuromuscular control and biomedical engineering based on the engineering and design of prosthetic hands.
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TEAM MEMBERS:
Justin RyanDavid FrakesTirupalavanam GaneshChristine Zwart
The requirement by the National Science Foundation (NSF) that research proposals include plans for "broader impact" activities to foster connections between Science, Technology, Engineering, and Math (STEM) research and service to society has been controversial since it was first introduced. A chief complaint is that the requirement diverts time and resources from the focus of research and toward activities for which researchers may not be well prepared. This paper describes the theoretical framework underlying a new strategy to pair NSF-funded nano research centres with science museums in
This article briefly outlines the unique evaluation strategy developed by staff at the Science Museum in London as part of the £50 million Wellcome Wing expansion project. The project aimed to produce "visit-centered" exhibitions that illustrate the impact of contemporary science and technology on ordinary people's lives.
This article discusses the QUT Museums Collaborative, a project comprised of museum educators and administrators and university researchers in Australia, which examined the experiences of young children visiting museums. This report includes a discussion of the research plan and methodology, emerging and anticipated outcomes, and the significance of the study.
In this article, Christine L. Brandenburg, of Rice University's Center for Technology in Teaching and Learning, discusses her research of the use of computer technology in children's museums. Bradenburg focuses on the research methods used to address how and why visitors use computer technology in children's museums. The first section of the article presents the research methods, placing them in the context of the naturalistic inquiry design of the research. The second section discusses the research methods with respect to visitor studies and to studies of computer technology in museums.
This article discusses an evaluation study led by a design team for the new Technology Museum of Thessaloniki in Greece. They investigated the wishes, interests, preferences and needs of certain museum visitor groups: individual visitors and educators. Findings from the study are summarized in this paper.
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TEAM MEMBERS:
Anastasia ValavanidouKleoniki Nikonanou