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resource project Media and Technology
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
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TEAM MEMBERS: Yasmin Kafai Karen Elinich Orkan Telhan
resource research Public Programs
Research has intimated that engineering design activities can enhance students’ understanding of engineering and technology and can increase their interest in science. Few studies, however, have defined or measured this interest empirically. Dohn examined the effect of an eight-week engineering design competition on 46 sixth-grade students. His findings suggest that design tasks can indeed stimulate interest. He found four main sources of interest: designing inventions, trial-and-error experimentation, making the inventions work, and collaboration.
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TEAM MEMBERS: Heather King
resource research Public Programs
When engaging in inquiry, learners find it difficult to control variables, design appropriate experiments, and maintain continuity across inquiry sessions. To support learners, researchers developed an inquiry task that promoted record keeping. The aim was to highlight the role that record keeping can play in metacognition and, ultimately, in successful inquiry.
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TEAM MEMBERS: Heather King
resource research Public Programs
This study examined the ways in which teachers’ beliefs influence their practice when taking students to visit a science and technology museum. The researchers interviewed 14 primary and secondary school teachers before and after their museum visit, which was also observed. They found a clear relationship between teachers’ beliefs about the value of informal, museum-based learning and their goals and actions before, during, and after the visit.
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TEAM MEMBERS: Heather King
resource research Media and Technology
This poster describes the work accomplished by August 2014 for the NSF-funded project "Science of Sharing: Investigating Cooperation, Competition, and Social Interdependence." It was presented at the 2014 AISL PI Meeting in Washington, DC.
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TEAM MEMBERS: Exploratorium Josh Gutwill
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. Using STEM America (USA) is a two-year Pathways project designed to examine the feasibility of using informal STEM learning opportunities to improve science literacy among English Language Learner (ELL) students in Imperial County, California.
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TEAM MEMBERS: Edwin Obergfell Philip Villamor
resource research Public Programs
In this paper, Paris urges educators to actively value and preserve our multicultural and multilingual society while creating space for growth within and across cultures. This recommended change from culturally responsive pedagogy to culturally sustaining pedagogy entails a shift in both terminology and stance.
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TEAM MEMBERS: Toni Dancstep
resource research Public Programs
Design-based research (DBR) is a method for testing educational theories while simultaneously studying the process of creating and refining educational interventions. In this article, Sandoval proposes “conjecture mapping” as a technique to guide DBR processes. Conjecture mapping responds to critiques that DBR lacks clear standards and methodological rigor.
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TEAM MEMBERS: Jean Ryoo
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
resource research Public Programs
This paper describes a model developed by education researchers seeking to bridge the gap between formal and informal learning contexts. The model matches organisational, cognitive, affective, and social-environmental aspects of learning with four key design principles to create 16 practical steps to help formal and informal educators communicate and cooperate more effectively.
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TEAM MEMBERS: Heather King
resource research Media and Technology
Computer-supported collaborative learning (CSCL) is an emerging branch of the learning sciences concerned with studying how people can learn together with the help of computers. As we will see in this essay, such a simple statement conceals considerable complexity. The interplay of learning with technology turns out to be quite intricate. The inclusion of collaboration, computer mediation, and distance education has problematized the very notion of learning and called into question prevailing assumptions about how to study it.
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TEAM MEMBERS: Gerry Stahl Timothy Koschmann Dan Suthers
resource research Public Programs
This paper describes a framework for studying and evaluating learning environments which contextualize school science content within a larger real-world scientific endeavor, such as carrying on a space mission. A central feature of this framework is its incorporation of recent research on content-specific personal interest. This framework was developed and tested in a pilot evaluation of the Challenger Learning Center's M.A.R.S. (Mission Assignment: Relief and Supply) learning activity. This activity consists of a series of classroom activities which prepare students for a simulated Mars
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TEAM MEMBERS: Daniel Hickey