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resource project Media and Technology
This project examines the design principles by which computer-based science learning experiences for students designed for classroom use can be integrated into virtual worlds that leverage students' learning of science in an informal and collaborative online environment. GeniVille, developed and studied by the Concord Consortium, is the integration of Geniverse, a education based game that develops middle school students' understanding of genetics with Whyville, developed and studied by Numedeon, Inc., an educational virtual word in which students can engage in a wide variety of science activities and games. Genivers has been extensively researched in its implementation in the middle school science classroom. Research on Whyville has focused on how the learning environment supports the voluntary participation of students anywhere and anytime. This project seeks to develop an understanding of how these two interventions can be merged together and to explore mechanisms to create engagement and persistence through incentive structures that are interwoven with the game activities. The project examines the evidence that students in middle schools in Boston learn the genetics content that is the learning objective of GeniVille. The project uses an iterative approach to the modification of Geniverse activites and the Whyville context so that the structured learning environment is accessible to students working collaboratively within the less structured context. The modification and expansion of the genetics activities of the project by which various inheritance patterns of imaginary dragons are studied continues over the course of the first year with pilot data collected from students who voluntarily engage in the game. In the second year of the project, teachers from middle schools in Boston who volunteer to be part of the project will be introduced to the integrated learning environment and will either use the virtual learning environment to teach genetics or will agree to engage their students in their regular instruction. Student outcomes in terms of engagement, persistence and understanding of genetics are measured within the virtual learning environment. Interviews with students are built into the GeniVille environment to gauge student interest. Observations of teachers engaging in GeniVille with their students are conducted as well as interviews with participating teachers. This research and development project provides a resource that blends together students learning in a computer simulation with their working in a collaborative social networking virtual system. The integration of the software system is designed to engage students in learning about genetics in a simulation that has inherent interest to students with a learning environment that is also engaging to them. The project leverages the sorts of learning environments that make the best use of online opportunities for students, bringing rich disciplinary knowledge to educational games. Knowing more about how students collaboratively engage in learning about science in a social networking environment provides information about design principles that have a wide application in the development of new resources for the science classroom.
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TEAM MEMBERS: Paul Horwitz Jennifer Sun
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
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 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
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
resource research Media and Technology
This presentation was shared at the 2014 Association of Science-Technology Centers (ASTC) annual meeting in Raleigh, NC. It describes how proposers can submit competitive proposals to the National Science Foundation (NSF) Advancing Informal STEM Learning (AISL) program in FY 2014. The presentation describes strategies for submitting competitive proposals to the to the NSF AISL program via solicitation 14-555/
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TEAM MEMBERS: National Science Foundation Robert Russell
resource research Media and Technology
The publication of the National Academies of Science consensus study, Learning Science in Informal Environments (2009), was an important marker in the history of informal STEM learning (ISL). With five years hindsight, we pause to reflect how far ISL has come as a field, what we have achieved, and what the future might hold. The impetus to do so came via our participation on a panel at a symposium at the 2014 NARST Meeting in Pittsburgh, PA. Our session was framed by overarching questions about the kind of research currently being conducted in ISL--and for what purpose. Some of the specific
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TEAM MEMBERS: Center for Advancement of Informal Science Education (CAISE) Jennifer Adams James Bell Kevin Crowley Jennifer DeWitt David Kanter Martin Storksdieck Sandra Toro Heather Toomey Zimmerman
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. This project seeks to improve public engagement in climate communication by broadcast meteorologists, using scientific methods to identify probable causes for their skepticism and/or reticence, and to test the efficacy of proposed solutions.
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TEAM MEMBERS: P. Thompson Davis
resource research Media and Technology
This presentation about the Online Project Monitoring System (OPMS) was given as part of the "Mining the Field: What Are We Learning?" Diving Deeper session at the 2014 AISL PI Meeting in Washington, DC.
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TEAM MEMBERS: Gary Silverstein
resource research Media and Technology
This article describes how two inquiry games promoted student science skills in a museum setting while minimizing demands on teachers, fostering collaboration, and incorporating chaperones. Students who played these games engaged in more scientific inquiry behaviors than did students in control groups.
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TEAM MEMBERS: Kerri Wingert