Informal science education is a broad field of research marked by fuzzy boundaries, tensions, and muddles among many disciplines, making for an unclear future trajectory (or trajectories) for the field of study. In this commentary, I unpack some of the hidden dimensions, tensions and challenges the five articles raise or point to implicitly in terms of theory, methodology, and future research. I explore ideas to think with in terms of learning pathways or trajectories and time-space dimensions of science learning. I also explore future dimensions for partnerships, collaborations, boundary
If we truly wish to promote science or STEM education, then it would seem that the joining of resources and expertise from the communities of formal schooling and informal science education institutions or ISEIs (museums, aquariums, and the like) would be an important early step. Yet creating such connections between teacher and museum remain a challenge for both teachers and informal educators. This study employs a communities of practice lens (Wenger, 1998) to provide a deeper explanation for the challenges inherent in those programs and experiences (field trips, outreach programs, teacher
This paper explores how participating in a program spanning an informal science institution and multiple school sites engaged youth with science in a different way. In particular, teens in the program selected and researched science topics of personal interest, and then authored, revised, and published science news stories about those topics in an authentic publication venue with an outside editor. Through five case studies analyzed according to a sociocultural framework for engagement understood as involving actions, interests and identifications, the authors describe how the news story
Socioscientific issues in connection to energy production, use or influence on climate change continue to be at the forefront of local, national, and global debates. The pressing nature of these issues requires citizens not only to understand relevant disciplinary knowledge but also to have the ability to use that knowledge to take action. This paper investigates the work of youth in an after school science program designed to examine socioscientific issues as they took educated action in science by putting on a “green carnival” for their peers and community members in relation to green energy
In this paper, we explore the details of one youth's science-related learning in- and out-of-school at the time of her participation in an ethnography of youth science and technology learning across contexts and over time. We use the Cultural Learning Pathways Framework to analyze the youth's interests, and the related sociocultural, historical, material, and affect-laden practices in which she and her family participated. The following question guided our analysis: How do everyday moments—experienced across settings, pursuits, social groups, and time—result in scientific learning, expertise
The National Science Foundation and other funding agencies are increasingly requiring broader impacts in grant applications to encourage US scientists to contribute to science education and society. Concurrently, national science education standards are using more inquiry-based learning (IBL) to increase students’ capacity for abstract, conceptual thinking applicable to real-world problems. Scientists are particularly well suited to engage in broader impacts via science inquiry outreach, because scientific research is inherently an inquiry-based process. We provide a practical guide to help
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TEAM MEMBERS:
Lisa KomoroskeSarah HameedAmber SzoboszlaiAmanda NewsomSusan Williams
Educational policy increasingly emphasizes knowledge and skills for the preprofessional “science pipeline” rather than helping students use science in daily life. We synthesize research on public engagement with science to develop a research-based plan for cultivating competent outsiders: nonscientists who can access and make sense of science relevant to their lives. Schools should help students access and interpret the science they need in response to specific practical problems, judge the credibility of scientific claims based on both evidence and institutional cues, and cultivate deep
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TEAM MEMBERS:
Noah FeinsteinSue AllenEdgar Jenkins
Choreographed by Liz Lerman and the Dance Exchange, The Matter of Origins is a contemporary dance exploring historical perspectives and cutting edge physics about our beginnings. In Act One, audience members watch as science concepts are translated into images, music, and dance. Dancers portray ideas such as the complexity of measurement, the ways atomic particles interact, and the origins of the universe. Science-themed, multi-media experiences including images from the Hubble space telescope, CERN, and replications of atomic bomb explosions accompany the dancing. In Act Two, audience members
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TEAM MEMBERS:
Liz LermanDiane DoberneckJohn SchweitzerPaula MillerJohn Borstel
This document is a “think piece” about why and how informal science, technology, engineering, and math (STEM) education institutions could be placing amusing, novel experiences in people’s paths to create memorable STEM experiences embedded in their everyday lives. The report focuses on what we learned about creating interactive STEM exhibits in public spaces outside of a science center. That said, the content can inform hands-on learning experiences on other topics, as well, within the limits outlined.
Scratch is a “media-rich programming environment” recently developed by MIT’s Media Lab that “lets you create your own animations, games, and interactive art.” Although Scratch is intended to “enhance the development of technological fluency [among youths] at after-school centers in economically disadvantaged communities,” we find remarkable potential in this programming environment for higher education as well. We propose Scratch as a first language for first-time programmers in introductory courses, for majors and non-majors alike. Scratch allows students to program with a mouse
This paper describes a platform for sharing programmable media on the web called ScratchR. As the backbone of an on-line community of creative learners, ScratchR will give members access to an audience and inspirational ideas from each other. ScratchR seeks to support different states of participation: from passive consumption to active creation. This platform is being evaluated with a group of middle-school students and a larger community of beta testers.
The focus of this paper is to turn our attention to the arts as an understudied area within the computer-supported collaborative learning community and examine how studying the learning of arts and programming can open new avenues of research. We document, describe, and analyze urban youths’ media arts practices within the context of the design studio, particularly by focusing on how collaboration, computation, and creativity play out within this context. We utilize a mixed methods design that draws upon three approaches: (1) participant observations; (2) media arts object analyses; and (3)