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resource research Media and Technology
The article focuses on a study guided by identity theory and a model of interest development to assess the use of comic books for conveying science information. The study employs viruses as scientific content which is reviewed to disseminate, and provide evidence regarding the limited knowledge of general public. It mentions that key concepts are summarized to compare comic and essay formats for disseminating scientific information.
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TEAM MEMBERS: Amy Spiegel Julia McQuillan Peter Halpin Camilla Matuk Judy Diamond
resource project Media and Technology
Recent biomedical research has transformed scientific understanding of human biology. But many of these advances haven’t filtered into public awareness, hindering our ability to make good health-related decisions. A new educational program ‒ Biology of Human ‒ will help the public, particularly young people, better understand advances in biomedical research. This innovative, learning research-based science education program is strategically designed to increase awareness of and understanding about new biomedical research developments pertaining to human biology. Biology of Human will provide a sophisticated science education outreach package for students aged 11 to 15 and adults, including parents and educators. The project's goal is to leverage the latest biomedical information and innovations, a dynamic suite of educational and dissemination strategies, and research-driven approach grounded in sociology to broadly educate youth and adults about human biology. A team led by the University of Nebraska State Museum, the Department of Sociology at the University of Nebraska-Lincoln, and the NIH/NCRR-funded Nebraska Center for Virology (a Center of Biomedical Research Excellence) will work with science writers, kids, and educators to complete three specific aims: 1) stimulate interest in and understanding of biomedical research's importance to diverse individuals' health, communities, and environments; 2) establish partnerships among science educators, biomedical researchers, science journalists, and others to create dynamic educational resources focused on biomedical research developments and human biology; and 3) increase youths' interest in biomedical science. Biology of Human will provide adults and youth with several simultaneous, complementary options for learning about how biomedical research has helped us understand human biology including essays, books and blogs; entertaining and scientifically accurate mobile and tablet apps; activities and graphic stories; and a Web site that complements and supports the project's professional development programs. More than 175,000 youth and adults are expected to be directly impacted through this effort.
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TEAM MEMBERS: Judy Diamond Julia McQuillan
resource research Media and Technology
Summative evaluation plays a critical role in documenting the impacts of informal science education (ISE), potentially contributing to the ISE knowledge base and informing ongoing improvements in practice and decision-making. In response to the growing demand for capacity-building in ISE evaluation, this paper presents a framework for summative evaluation based on an extensive review of literature and research-based refinements. The framework synthesizes key elements of high-quality summative evaluation into three dimensions: (a) Intervention Rationale, (b) Methodological Rigor and
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TEAM MEMBERS: Alice Fu Lisa Peterson Archana Kannan Richard Shavelson Amy Kurpius
resource research Media and Technology
This is a handout from the Science Learning Plus (SL+) Forum held on InformalScience.org from July 6-17, 2015. It lists and describes resources about research and practice collaborations.
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TEAM MEMBERS: Sue Allen
resource research Informal/Formal Connections
In this paper, we discuss our approach to teacher-researcher collaboration and how it is similar and different from other models of teacher collaboration. Our approach to collaboration employed design experimentation (Brown, 1992; Design Based Research Collective, 2003) as a central method since it yields important findings for teachers’ pedagogical practices and contributes to the research literature on teaching and learning. We use three key moments in our collaborative practice to highlight how our work impacted student thinking and learning and involved our own shifting identities as
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TEAM MEMBERS: Leslie Herrenkohl Keiko Kawasaki Lezlie Dewater
resource research Media and Technology
With the success of open access publishing, Massive open online courses (MOOCs) and open education practices, the open approach to education has moved from the periphery to the mainstream. This marks a moment of victory for the open education movement, but at the same time the real battle for the direction of openness begins. As with the green movement, openness now has a market value and is subject to new tensions, such as venture capitalists funding MOOC companies. This is a crucial time for determining the future direction of open education. In this volume, Martin Weller examines four key
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TEAM MEMBERS: Martin Weller
resource research Media and Technology
While industries such as music, newspapers, film and publishing have seen radical changes in their business models and practices as a direct result of new technologies, higher education has so far resisted the wholesale changes we have seen elsewhere. However, a gradual and fundamental shift in the practice of academics is taking place. Every aspect of scholarly practice is seeing changes effected by the adoption and possibilities of new technologies. This book will explore these changes, their implications for higher education, the possibilities for new forms of scholarly practice and what
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TEAM MEMBERS: Martin Weller
resource research Public Programs
In this chapter, we describe a project that addressed the unique professional development needs of docents. The vignette that opened the chapter took place about a year into a NASA-funded school trip project at the museum, at a point when the leadership on this project had undergone a complete turnover, and new leaders were attempting to understand what was happening with the project and what was necessary to move it forward and ensure its success. Elsewhere, we describe the nature of docent change in more detail (Allen & Crowley, 2014). Here, we expand upon the processes our project followed
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resource evaluation Media and Technology
The goal of the study was to identify current issues for navigating and finding relevant information; evaluate the look and feel of the website in relation to its main purpose; assess the clarity of language to its audience; determine next steps for improvement. We addressed these goals through an expert review based on a 100+ point usability assessment framework on both desktop and mobile as of 12/4/2014 and informal feedback from 3 novice users ( age range 22-27 years).
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TEAM MEMBERS: Brigham Young University University of Maryland Jes Koepfler Nidhi Jalwal Victor Yocco
resource evaluation Media and Technology
Intuitive Company researchers and evaluators assessed four components of the DUST Alternate Reality Game for potential reusability: 1) QTE Environment during Collapse, 2) Brain/Health Scanner Mobile App, 3) Microbe Web App, 4) Star Map Web App. We assessed reusability based on five variables (facilitation, user identification, digital access, player type, and timing) along a continuum of informal to formal learning contexts, from museums to after school programs to formal classroom settings. Our assessment revealed that the: 1. QTE Environment during the Collapse is most replayable in its
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TEAM MEMBERS: Brigham Young University, University of Maryland Jes Koepfler Nidhi Jalwal Victor Yocco
resource research Public Programs
The Maker Movement has taken the educational field by storm due to its perceived potential as a driver of creativity, excitement, and innovation (Honey & Kanter, 2013; Martinez & Stager, 2013). Making is promoted as advancing entrepreneurship, developing science, technology, engineering, and mathematics (STEM) workforce, and supporting compelling inquiry-based learning experiences for young people. In this paper, we focus on making as an educative inquiry-based practice, and specifically tinkering as a branch of making that emphasizes creative, improvisational problem solving. STEM-rich
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TEAM MEMBERS: Bronwyn Bevan Josh Gutwill Mike Petrich Karen Wilkinson
resource research Media and Technology
The Open University's "Innovating Pedagogy Report" is an example of exploring innovative topics while giving oneself permission to be a bit less academic. In the report, authors choose 10 topics and write several pages on each, deliberately avoiding citing papers and supporting each individual point. This third report proposes ten innovations that are already in currency but have not yet had a profound influence on education. You can see a summary of each innovation at the menu on the right. Please contribute your comments on the report and the innovations.
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TEAM MEMBERS: Mike Sharples Anne Adams Rebecca Ferguson Mark Gaved Patrick McAndrew Bart Rienties Martin Weller Denise Whitelock