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resource research Public Programs
This study explored the influence of a Saturday Science program that used explicit reflective instruction through contextualized and decontextualized guided and authentic inquiry on K‐2 students’ views of nature of science (NOS). The six‐week program ran for 2.5 hours weekly and emphasized NOS in a variety of science content areas, culminating in an authentic inquiry designed and carried out by the K‐2 students. The Views of Nature of Science Form D was used to interview K‐2 students pre‐ and post‐instruction. Copies of student work were retained for content analysis. Videotapes made of each
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TEAM MEMBERS: Valerie Akerson Lisa Donnelly
resource research Media and Technology
A recognised aim of science education is to promote critical engagement with science in the media. Evidence would suggest that this is challenging for both teachers and pupils and that science education does not yet adequately prepare young people for this task. Furthermore, in the absence of clear guidance as to what this means and how this may be achieved it is difficult for teachers to develop approaches and resources that address the matter and that systematically promote such critical engagement within their teaching programmes. Twenty-six individuals with recognised expertise or interest
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TEAM MEMBERS: Billy McClune Ruth Jarman
resource research Public Programs
Elementary school children are capable of reproducing sophisticated science process skills such as observing, designing experiments, collecting data, and evaluating evidence. An understanding of the nature of scientific knowledge requires more than teaching and learning the performance of these skills. It also requires an appreciation of how these actions lead to knowledge generation and shape its durable and tentative nature. Our understanding of activities that support the teaching and learning of the nature of scientific knowledge is still growing. This study compares how scientific
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TEAM MEMBERS: Susan Kirch
resource research Public Programs
In this article, we explore the Programme for International Student Assessment (PISA) with a lens informed by the socioscientific issues (SSI) movement. We consider the PISA definition of scientific literacy and how it is situated with respect to broader discussions of the aims of science education. We also present an overview of the SSI framework that has emerged in the science education community as a guide for research and practice. We then use this framework to support analysis of the PISA approach to assessment. The PISA and SSI approaches are seemingly well aligned when considering
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TEAM MEMBERS: Troy Sadler Dana Zeidler
resource research Media and Technology
In this article we examine educational assessment in the 21st century. Digital learning environments emphasize learning in action. In such environments, assessments need to focus on performance in context rather than on tests of abstracted and isolated skills and knowledge. Digital learning environments also provide the potential to assess performance in context, because digital tools make it possible to record rich streams of data about learning in progress. But what assessment methods will use this data to measure mastery of complex problem solving -- the kind of thinking in action that
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TEAM MEMBERS: David Williamson Shaffer David Hatfield Gina Navoa Svarovsky Padraig Nash Aran Nulty Elizabeth Bagley Ken Frank Andre Rupp Robert Mislevy
resource research Media and Technology
New technologies, such as multi-touch tables, increasingly provide shareable interfaces where multiple people can simultaneously interact, enabling co-located groups to collaborate more flexibly than using single personal computers. Soon, these technologies will make their way into the classroom. However, little is known about what kinds of learning activities they will effectively support that other technologies, such as mobile devices, whiteboards, and personal computers, are currently unable to do. We suggest that one of the most promising uses of shareable interfaces is to support learning
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TEAM MEMBERS: Jochen Rick Yvonne Rogers Caroline Haig Nicola Yuill
resource research Media and Technology
This article draws from the literature on self-determination and Universal Design for Learning principles to set forth the theory that students identified as having learning disabilities may be environmentally disadvantaged and their learning difficulties exasperated by the traditional classroom learning environment. Alternatively, the digital learning environment found in simulation video games is designed so participants can be autonomous, self-directed, goal-oriented and successful. These are, coincidentally, the salient features of a technology-enhanced learning environment designed with
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TEAM MEMBERS: Elizabeth Simpson
resource research Media and Technology
Evidence for the present study derives from a sample of 574 middle-grades students that participated in the River City Project (RCP) in academic year 2006-07. Central to the RCP is an open-ended video-game-like learning innovation for teaching inquiry-based science and twenty-first century skills. Results of investigation into the students' neomillennial learning styles revealed that, on average, students who (1) prefer creating and sharing artifacts through the Internet are well-suited for learning about disease transmission and scientific problem solving skills in the RCP; and (2) students
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TEAM MEMBERS: Edward Dieterle
resource research Media and Technology
This paper examines the benefits and obstacles to young people's open-ended and unrestricted access to technological environments. While children and youth are frequently seen as threatened or threatening in this realm, their playful engagements suggest that they are self-possessed social actors, able to negotiate most of its challenges effectively. Whether it is proprietary software, the business practices of some technology providers, or the separation of play, work, and learning in most classrooms, the spatial-temporality of young people's access to and use of technology is often configured
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TEAM MEMBERS: Gregory Donovan Cindi Katz
resource research Media and Technology
Technology designers are faced with the challenge of accounting for the breadth of children's experiences in their interactions with technology, even as the field of human-computer interaction has maintained a primary focus on "use" as the main interaction paradigm. To address this challenge, I propose that designers account for children's relationships with technology by considering six facets of interactional constructivist development: embodied, situated, dynamic, intentional, social, and moral. To support this proposal, I first review the intellectual development of interactional
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TEAM MEMBERS: Nathan Freier
resource research Media and Technology
In 2007, 270 youth (10-15 years of age) participated in our study designed to assess kids' perceptions about using a remotely operated vehicle (ROV) to explore underwater habitats and how the ROV could facilitate engagement with the environment. The three programs we conducted were vessel-based and integrated an ROV component into existing environmental education programs. Two were conducted in the Chesapeake Bay near Northeast, Maryland, and one was conducted offshore near Fort Pierce, Florida. Using a mixed-methods approach, respondents indicated significantly more positive perceptions than
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TEAM MEMBERS: Laurlyn Harmon Mark Gleason
resource research Public Programs
Youth Day, held in Griffith Park in Los Angeles, California, was an exploratory study to determine whether technology attracts kids to outdoor activities. Four activities were offered -- two were dependent on technology and two were not. The two technology-dependent activities were a camera safari and geocaching for treasure. The activities not dependent on technology were paper etching or rubbings of natural surfaces and a nature scavenger hunt. Thirty-eight young people (ages 6 to 17) participated in the activities. The children voted on how much they liked each activity. The technology
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TEAM MEMBERS: Deborah Chavez