Educational makerspaces (EM) and maker education (ME) have the potential to revolutionize the way we approach teaching and learning. The maker movement in education is built upon the foundation of constructionism, which is the philosophy of hands-on learning through building things. Constructionism, in turn, is the application of constructivist learning principles to a hands-on learning environment. Thus maker education is a branch of constructivist philosophy that views learning as a highly personal endeavor requiring the student, rather than the teacher, to initiate the learning process. In
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TEAM MEMBERS:
R. Steven KurtiDebby KurtiLaura Fleming
In 2007, Carnegie Corporation of New York joined with the Institute for Advanced Study to create a commission, comprised of some of our nation’s most distinguished mathematicians, scientists, educators, scholars, business leaders, and public officials, to assess not only the current state of math and science education in the U.S. but also how to enhance the capacity of our schools and universities to generate innovative strategies across all fields that will increase access to high-quality education for every student in every classroom.
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Carnegie Corporation and the Institute for Advanced Study
WaterBotics is the underwater robotics curriculum and program that is being disseminated to four regions through a National Science Foundation grant, in collaboration with national and state partners. Its goal is to provide hands-on experiences for middle and high school age youth to engineering design, information technology tools, and science concepts, and to increase awareness and interest in engineering and IT careers. The curriculum, which can be used either in traditional classroom settings or in after-school and summer-camp situations, is problem-based, requiring teams of students to work together to design, build, test, and redesign underwater robots, or “bots” made of LEGO® and other components. Students use the NXT and LEGO Mindstorms® software to program their robots to maneuver in the water, thereby gaining valuable experience with computer programming. Teams must complete a series of increasingly sophisticated challenges which culminates with a final challenge that integrates learning from the prior challenges.
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TEAM MEMBERS:
Stevens Institute of TechnologyMercedes McKayPatricia Holahan
In 2006 the Coalition for Science After School, under a subcontract from SEDL as part of their U.S. Department of Education grant, began an investigation of the potential of out-of-school time programs as a network of early support for advanced STEM coursework, including Advanced Placement courses and their prerequisites. This undertaking responded to research findings that math and science are "critical filters," that continuation in STEM education and careers depends on opting for sequential and rigorous courses, and that young people need messages and preparation that encouraged them to
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TEAM MEMBERS:
The Coalition for Science After SchoolNicole YohalemAndrew Shouse
Art history images essential for teaching art history and art appreciation courses at institutions of higher education are important for universities' stakeholders (students, faculty and staff, local museums, and the neighbouring community). Digital images displayed on the Web sites of universities worldwide are generally made available through digitizing slide collections, subscribing to digital libraries of art history images, making use of faculty's personal images and using university library catalogues. When creating a collection of art history images, Russian universities are severely
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TEAM MEMBERS:
Inna KizhnerTatiana KochevaAnna KoulikovaRaissa LozhkinaEugenia Popova
Many teachers are unsure about how to best utilize museum educational resources. They do not think that approaches and strategies from informal learning environments apply to classroom settings (Melber & Cox-Peterson, 2005). Yet studies have shown that simple solutions such as exhibit orientation and conducting pre and post-visit activities to supplement a field trip can help students have a richer learning experience (Gilbert & Priest, 1997; Anderson & Lucas, 1997). The current study explores the affect of making relevant findings from informal learning research explicit to pre-service
An IMLS (Institute of Museum and Library Services) National Leadership project with University of California Museum of Paleontology (lead), Yale Peabody Museum of Natural History, Museum of the Earth and University of Kansas Natural History Museum to create a tree portal website with learning research, curriculum material and guides on how to effectively use and teach about the tree of life for teachers and museum professionals.
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TEAM MEMBERS:
University of California-BerkeleyTeresa MacDonaldRoy CaldwellAnna ThanukosLisa WhiteDavid HeiserRobert Ross
Archaeology education activities in informal science learning settings are an underutilized, but effective strategy for teaching science inquiry skills in socially and culturally relevant contexts. This project investigated the potential for archaeological content and inquiry strategies to help informal science learning institutions increase learning with diverse ISE audiences. The project was based on foundational research for the development of a national research framework for archaeology education and a plan for developing high-quality science learning opportunities for under-represented
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TEAM MEMBERS:
Michael BrodyJohn FisherJeanne MoeHelen Keremedjiev
In the United States, African Americans are underrepresented in science careers and underserved in pre-collegiate science education. This project engaged African American elementary students in culturally relevant science education through archaeology and thereby increased positive dispositions toward science. While imagining what the lives of their ancestors were like, students practiced scientific inquiry and used natural sciences to analyze archaeological sites. The project helped to improve science literacy among African American elementary students through archaeological inquiry and
Across the country many schools and communities are trying to create and support efforts to institutionalize partnerships for learning, including those that rethink the use of time across the school day and year, and across the developmental continuum. These partnerships are not merely transactional in nature but rather transformative: partnering entities work together to integrate and complement their services with the shared goal of supporting children’s learning. Referred to by different terms—integrated, expanded, or complementary learning—the concept has one critical element in common
This report focuses on the use of games as resources to support the educational aims, objectives, and planned outcomes of teachers who understand that games are an important medium in contemporary culture and young people's experiences. The report provides an assessment of game-based learning in UK schools. It is intended to test out the hype and enthusiasm for using games in education and to identify a sensible rationale and practical strategies for teachers to try out games in the classroom.
The focus of this literature review is out-of-school time activities in informal environments, a "vastly understudied" set of experiences (Carnegie Council on Adolescent Development 1992), and the role these experiences can have in shaping the direction of youth to pursue STEM careers. By understanding the research base on this topic we can better understand the ways that interventions can lead to more young people choosing STEM professions. Our goal is to contribute to these infrastructure building efforts by synthesizing the relevant research for ITEST project staff, NSF Program Officers and
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TEAM MEMBERS:
ITEST Learning Resource CenterJennifer DorsenBethany CarlsonLeslie Goodyear