This paper will review literature on learning science in K-8 classrooms by asking and answering three major questions: Who learns science in classrooms? How is science learned in classrooms? What science is learned in classrooms? These questions will be addressed from a sociocultural perspective, which means that the unit of analysis (both theoretically and methodologically) should include both the individual and the social world. Thus, the proposed connections between causes and outcomes must include contextual as well as psychological factors.
The purpose of this paper is to review what is known about informal science learning and to recommend areas for further research. The review is intended to support an examination of how children's science learning experiences in designed informal environments like science museums and zoos relate to science learning activities in K-8 schools.
To begin, this paper describes the climate in science education in the United States, and describes and defines formative assessment. Next, Black & Wiliam’s review and two other important empirical studies will be summarized. Then, a framework characterizing different forms of formative assessment is presented. Non-empirical studies are organized according to this continuum. Finally, the paper describes limitations in the implementation of formative assessment in K-8 science, and summarizes assessment practices that show promise for improving student learning. The important contribution of the
The media are the most pervasive disseminators of informal science education in this country. Watching commercial and non-commercial television will provide you with information on alligators or zygotes, bio-fuels or stem cells, polar bears or hurricanes. Radio, too, provides discussions of genetics and global warming and birds and stars. Often radio and television will cover science issues with a contextual overlay of politics or morality, so viewers and listeners can sense how they and their community relate to it. But for excitement, going to the theater to see an IMAX movie will take you
Technological literacy is essential to ensure lifelong engagement in rapidly changing societies. Three factors that affect learning in later adulthood are age-related declines in processing new information, changes in motivation and reprioritization of emotional wellbeing over new learning, and the ways in which beliefs and stereotypes influence motivation and learning.
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TEAM MEMBERS:
Casey LindbergEdwin CarstensenLaura Cartsensen
In 2006, the National Research Council initiated a study on Learning Science in Informal Environments. The purpose of the study is to synthesize a range of relevant literatures and recommend strategic directions for future research in the area. In the course of working on this study the Committee has found one of its challenges to be the identification and assessment of evaluation studies of informal science programs, in particular those which have probed science learning outcomes. To that end they commissioned the Institute for Learning Innovation to produce a paper that would help them
This paper lays out a theory of (re-)generative learning to explain how families and communities socialize young learners into thinking like scientists and mathematicians. Cultural communities and their families orient their young in varied ways toward the language, behaviors, and self-theories about the future presupposed in the learning of science and mathematics. Certain socialization processes and norms correspond closely with those that scientists and artists use in laboratories, studios, and rehearsals. Certain norms of politeness and patterns of language differ significantly from habits
What makes “making”—the next generation of inventing and do-it-yourself—worth paying attention to? In this report, we explore the three categories of makers, the ecosystem growing around those categories, the role technology plays in this ecosystem, and, finally, how business can take advantage of the opportunities this movement represents.
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TEAM MEMBERS:
John HagelJohn Seely BrownDleesha Kulasooriya
How can research on teaching and learning be used to improve the design of e-content? The contents of this report are based on a series of seminars conducted during 2003 and 2004, funded by the Economic & Social Research Council (ESRC), that were coordinated by Lydia Plowman, University of Stirling. They were also sponsored by a number of organisations including Futurelab. Each seminar was attended by researchers from universities, creators and managers of companies that make educational resources, and people engaged in policy making or representing Government agencies
The Out-of-School Time Resource Center (OSTRC) conducted literature searches of the UPENN library databases including PsycInfo, ERIC and Professional Development Collection for articles pertaining to promising practices in professional development and evaluating professional development. In addition to searching the library database, we conducted Google searches. We used various search terms and key words including the following: professional development and out-of-school time; professional development and program quality; promising practices and out of school time; professional development
Research in the out-of-school time (OST) field confirms that there is a strong connection between professional development (PD) for staff and positive outcomes for youth. According to Heather Weiss, Founder and Director of the Harvard Family Research Project (HFRP), professional development for those who work with children and youth is fraught with challenges and ripe with opportunity and specifically, the opportunity to increase staff quality, which experts agree is critical to positive experiences for children and youth (Weiss, 2005/2006). However, as Thomas Guskey (1998) states, "For many
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TEAM MEMBERS:
University of PennsylvaniaNancy Peter
To explore how the United States can harness the powerful features of digital games for learning, the Federation of American Scientists, the Entertainment Software Association, and the National Science Foundation convened a National Summit on Educational Games, on October 25, 2005 in Washington, DC. The Summit brought together nearly 100 experts to discuss ways to accelerate the development, commercialization, and deployment of new generation games for learning.
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TEAM MEMBERS:
Federation of American ScientistsHenry Kelly