This review paper summarises the current state of research on professional development in science education. It offers a number of insights and recommendations for the many informal science institutions that offer teacher professional development courses.
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.
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.
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.
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.
This chapter explores what is already known about museums and their long-term impact on visitors, the complexities and challenges inherent in trying to study and understand long-term impacts, future research and methodological approaches that we can use to effectively assess the longterm impacts of museum experiences, and the implications of these efforts for practice.
This chapter discusses learning through the manipulation of three-dimensional objects. The opportunity to touch and interact with objects is helpful for young children as they attempt to understand abstract concepts and processes. How might parents guide children in coming to understand the complex and abstract symbolic nature of representational objects?
"Let's Talk" will bring together professionals who are engaged in facilitating, evaluating or studying dialogue in STEM and history-based institutions for a symposium in Summer of 2015 structured as a 'meta-conversation' about what we know about dialogue. The project addresses the lack of a generalizable body of knowledge about dialogue, the need for instructional models and theory to inform the use of Dialogue programming, and the opportunity to prepare future museum professionals. Co-PI's: Kris Morrissey and Robert Garfinkle. Key activities include: Research Synthesis Paper; Symposium of professionals across STEM and history-based museums; Development of theory-based resources.
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 StahlTimothy KoschmannDan Suthers
In the increasingly fierce competition for leisure time and educational spending, museums are seriously challenged by edutainment, the Internet, CD-ROMs, and 500-channel satellite TV. For example, if a child is interested in dinosaurs, 20 years ago a parent would have been likely to take her to the museum to see some fossils. Today, many parents would probably begin by taking her to the computer to search the World Wide Web, where a quick search reveals thousands of dinosaur web pages. If the family did not find a site among these thousands that satisfied the child's curiosity - or if they
Students who work at the Exploratorium in San Francisco, California learn about science by explaining to the visitors from all over the world how the museum's exhibits work. The students are teen-agers who also come from all over the world to be "Explainers" for the Exploratorium. They go through a training period to learn the basics of how the exhibits work and how to share their knowledge with the general public. The student "Explainers" not only learn about science, but they also learn how to be effective communicators. After completing a semester of working in the Museum, students take
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TEAM MEMBERS:
Ellen KlagesDarlene LibreroJames Bell
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