One of the problems in science education is students' low motivation and difficulty to see the connection between science learning and their daily life. In addition, many science concepts are not intuitive, and involve complicated relations between parameters. We previously presented (Weizman & Broza, 2012) evaluation of a model integrating digital educational games with interactive learning units, where we found that students reported experiencing both learning and enjoyment. The current study focused on games in science, and examined the relation between the game design parameters and the
This report summarizes an extensive review of the literature on assessment of learning in such informal settings as after-school programs, museums and science centers, community-based organizations, and online communities. In addition, we convened three expert meetings involving a total of 25 participants to discuss key issues, identify successful approaches and outstanding challenges, and review summaries of prior meetings in the series. Our aim is twofold: first, to offer to those who design and assess informal learning programs a model of good assessment practice, a toolkit of methods and
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TEAM MEMBERS:
Jay LemkeRobert LecusayMike ColeVera Michalchik
In this paper, research on interest and motivation is revisited in the context of informal science learning (ISL) settings such as museums, out-of school or after-school clubs or groups, science camps, and enrichment programs1. The ISL context differs from traditional school "cookbook" science in a number of critical ways: rather than emphasizing science information, it is designed to engage participants in inquiry-informed and free-choice opportunities to work with authentic science2. Productive participation in the ISL setting should enable the development of scientific literacy and
This study, requested by Smithsonian Secretary Lawrence Small, was conducted between April 2004 and May 2005, over all four seasons, and used the following methods: 1) open-ended interviews with 55 visit groups; 2) formal observations of a sample of 100 visitors, for which the observer estimated the age and gender of visitors and noted their paths, all stops over 3 seconds in length, what displays they looked at, and which hands-on devices they used; 3) a peer review panel comprised of seven ex- hibition specialists (curators, designers,writers, educators, and exhibition developers) who work
This newsletter issue focuses on natural history dioramas. Articles describe children's responses to dioramas, biological interest development in natural history dioramas, and inquiry at natural history dioramas.
The purpose of the project is to develop, initiate, and disseminate a collaborative and sustained learning research agenda to inform how natural history museums can best use their resources to support our audiences in the 21st Century. A key component of the project was the 21st Century Learning in Natural History Settings Conference, held at the Smithsonian in Washington, DC, February 12 - 15, 2012. During the conference, 100 participants from across the US and three international sites engaged in a dynamic process of initiating the development of a Call to Action and Learning Research Agenda
This study was commissioned by Intel Corporation to explore the ways in which corporate sponsorships of museum exhibitions influence visitor perceptions of both the corporation and of the museum exhibition. [Note: Intel was not one of the sponsoring companies studied during this research, and was not mentioned to visitors during the course of the study.] The overall implication of this study for museums is that carefully chosen and presented sponsorships, for a majority of visitors, have no impact on opinion of exhibits, but, in some cases, can lead to improvements. For companies, such
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TEAM MEMBERS:
Museum of Science, Boston
resourceresearchProfessional Development, Conferences, and Networks
This chapter presents an introduction to design-based implementation research (DBIR). We describe the need for DBIR as a research approach that challenges educational researchers and practitioners to transcend traditional research/practice barriers to facilitate the design of educational interventions that are effective, sustainable, and scalable.
This poster was presented at the Annual Meeting of the Association for Science Teacher Education in Charleston, SC from January 9-12, 2013. The study seeks to answer the question "What is the role of conversation in influencing science learner identity development during an informal science education camp?"
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TEAM MEMBERS:
University of North Carolina, WilmingtonKelly Riedinger
In supporting education research from early childhood learning to doctoral work and beyond, EHR stimulates evidence-based innovation in teaching, instructional tools, curricula and programs. NSF-funded work in these areas has improved learning and achievement, developed more effective teaching models, and prepared a more globally competitive and diverse U.S. STEM workforce.
This report discusses the legacy and impact of YouthALIVE! (Youth Achievement through Learning, Involvement, Volunteering, and Employment), an initiative in the 1990s of the Association of Science-Technology Centers with support from the DeWitt-Wallace Reader’s Digest Fund to enable museums and science centers to establish programs for youth from underserved populations. YouthALIVE! programs are characterized by intensive, multi-year engagement in the life of the institution, including a wide variety of opportunities for science teaching, learning, and mentoring, and conducting scientific