In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in computer science areas. The study required the development of various forms of multimedia that were inclusive of content and activities delivered in a distance environment via the Internet. The team worked with a game art and design graduate class to
This review takes a critical position with regards to Treagust and Duit’s article, Conceptual Change: A discussion of theoretical methodological and practical challenges for science education. It is proposed that conceptual change research in science education might benefit from borrowing concepts currently being developed in the sociology of emotions. It is further suggested that the study of social interaction within evolving emotional cultures is the most promising avenue for developing and extending theories about conceptual change.
This paper suggests new strategies for introducing students to robotics technologies and concepts, and argues for the importance of providing multiple entry points into robotics. In particular, the paper describes four strategies that have been successful in engaging a broad range of learners: (1) focusing on themes, not just challenges; (2) combining art and engineering; (3) encouraging storytelling; (4) organizing exhibitions, rather than competitions. The paper describes a new technology, called the PicoCricket, that supports these strategies by enabling young people to design and program
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TEAM MEMBERS:
Natalie RuskMitchel ResnickRobbie BergMargaret Pezalla-Granlund
As the astronomy education community develops, a need has arisen for concrete research and evaluation methodologies, especially within informal educational settings. We propose one such methodology, action evaluation, which attempts to demystify the process of research/evaluation and recruit as partners those who are traditionally left out of this process. Based on the tradition of action research, this methodology incorporates research/evaluation into the fabric of programs and places the researcher/educator in a centralized role. We provide concrete examples of tools that we have used to
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TEAM MEMBERS:
Nicholas StroudMeghan GroomeRachel ConnollyKeith Sheppard
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
This article focuses on educational enterprises outside the formal sector, such as museums, botanical gardens and interactive science centres. International research is drawn on to illuminate how design, culture, educational strategies and settings combine to affect the way in which young people respond to experiences on offer, leading to analysis of the impact of such settings in promoting learning, and the likely implications for those who staff such venues. Aikenhead's concept of the educator as 'culture broker' is developed to suggest ways in which learning might be best supported. It
An international wiki-based collaboration was integrated into a large introductory educational technology course enrolling 346 students, divided into 43 teams. Student teams participated in a 5-week project in which they created wiki chapters about the educational uses of specific Web 2.0 tools. Two to four international students, located in their home countries, participated on each team, collaborating via the evolving wiki, as well as other Web 2.0 tools. Using expectancy-value as our motivational framework, we gathered pre- and post-survey data, triangulated with focus group interview data
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TEAM MEMBERS:
Peggy ErtmerTimothy NewbyWei LiuAnnette TomoryJi YuYoung Lee
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
Successful online students must learn and maintain motivation to learn. The Self-regulation of Motivation (SRM) model (Sansone and Thoman ) suggests two kinds of motivation are essential: Goals-defined (i.e., value and expectancy of learning), and experience-defined (i.e., whether interesting). The Regulating Motivation and Performance Online (RMAPO) project examines implications using online HTML lessons. Initial project results suggested that adding usefulness information (enhancing goals-defined motivation) predicted higher engagement levels (enhancing experience), which in turn predicted
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TEAM MEMBERS:
Carol SansoneTamra FraughtonJoseph ZacharyJonathan ButnerCecily Heiner
This paper identifies the need for developing new ways to study curiosity in the context of today's pervasive technologies and unprecedented information access. Curiosity is defined in this paper in a way which incorporates the concomitant constructs of interest and engagement. A theoretical model for curiosity, interest and engagement in new media technology-pervasive learning environments is advanced, taking into consideration personal, situational and contextual factors as influencing variables. While the path associated with curiosity, interest, and engagement during learning and research
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TEAM MEMBERS:
Marilyn ArnoneRuth SmallSarah ChaunceyH. McKenna
This article examines the literature on Native science in order to address the presumed binaries between formal and informal science learning and between Western and Native science. We situate this discussion within a larger discussion of culturally responsive schooling for Indigenous youth and the importance of Indigenous epistemologies and contextualized knowledges within Indigenous communities.
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TEAM MEMBERS:
Bryan Mckinely Jones BrayboyAngelina Castagno
The main objective of the CONNECT project is to develop an innovative pedagogical framework that attempts to blend formal and informal learning, proposing an educational reform to science teaching. The project will create a network of museums, science centres and schools across Europe, to develop, apply and evaluate learning schemes by pointing to a future hybrid classroom that builds on the strengths of formal and informal strategies. The proposed approach will impact upon the fields of instructional technology, educational systems design and museum education. It will explore the integration
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TEAM MEMBERS:
Sofoklis SotiriouEleni ChatzichristouStavros SavasNikolaos OuzounoglouLynn DierkingSalmi Hannu SakariAvi HoffsteinSherman Rosenfeld