In this commissioned paper from the Climate Change Education Roundtable, Heidi Cullen offers strategies for mainstream media to engage the public around the topic of climate. She offers key strategies such as focusing on storytelling, paying attention to the changing media landscape, and being aware of audience needs.
Assessing science learning in informal environments involves a series of challenges that are difficult to address using traditional assessment practices (National Research Council, 2009). Some of the assessment challenges inherent in informal and afterschool environments include: (a) interactions in these environments are diverse in terms of duration, type of activity, number of people involved; (b) they usually include emerging behavior due to unpredictable interactions with other participants (e.g., peers, family members, and facilitators); and (c) these environments are characterized by a
Cross-national assessments of student learning in mathematics, science, reading, computer technology, and civics have been successfully conducted since the 1960’s. Each subject required professional researchers and educators from different cultural backgrounds to reach agreement on a common definition of the content areas and measurement techniques for formal schooling. Two international organizations, the International Association for the Evaluation of Educational Achievement (IEA) and the Organization for Economic and Cooperation and Development (OECD) are now continuously conducting
This background paper is intended to support consideration of assessments "in improving program quality and student learning outcomes in the field of informal science education." This includes three questions: (a) What definitions of engagement, interest, curiosity, and motivation might be used in evaluations of informal and after-school science learning programs and activities? (b) Given the diversity of learning experiences, what are the prospects for developing common definitions of engagement, interest, curiosity, and motivation? And, (c) Given the diversity of types of informal and after
The NRC Framework for K – 12 Science Education (2012) lists five major ideas that are essential to the design of assessments and learning environments: 1) limited number of core ideas of science, 2) cross-cutting concepts, 3) engaging students in scientific and engineering practices, 4) building integrated understanding as a developmental process, and 5) the coupling of scientific ideas and scientific and engineering practices to develop integrated understanding. What implications do these major ideas have for assessment in informal science setting? This paper will discuss each of these ideas
Observational instruments are receiving broad attention as measures of gauging the quality of interactions within formal educational settings (Bill and Melinda Gates Foundation, 2012). Scores from observations are used as critical pieces of information in the evaluation of teachers for purposes of making employment-related decisions and supporting professional development. Given the potential high-stakes use, a large body of research is emerging to address the validity of observation instruments as assessments of quality (Gitomer & Bell, in press). Using this research base, this paper focuses
The practice and use of assessments in the informal science education (ISE) realm is highly diverse and inconsistent, with differing stakeholders having dramatically different attitudes towards which assessments (if any) they value. This essay reviews the landscape of attitudes and uses of assessment on the part of informal science education stakeholders beyond the research community.
The National Science and Technology Council (NSTC) Committee on STEM Education (CoSTEM) was created to coordinate federal programs and activities that support STEM education pursuant to the requirements of Sec. 101 of the America COMPETES Reauthorization Act of 2010. The CoSTEM addresses a wide range of education and workforce policy issues including: research and development efforts that focus on STEM education at the PreK-12, undergraduate, graduate, and lifelong learning levels; and current and projected STEM workforce needs, trends, and issues. This paper describes the role of assessment
With increased resources and professionalism come increased expectations for the evaluation of individual projects to also provide field-wide evidence for the impact of ISE. But there has not been a significant growth in the use of psychometric measures that are validated to support field-wide assessments and norm-referenced tests for the field. This essay argues that expectations for the field to adopt normed assessments need to be contextualized in the practice and realities of ISE evaluation. While at the same time, evaluators of ISE projects need to build upon stepping stones such as
The Universally Designed Museum Programming project was envisioned as a way to create public programs that are more inclusive of people with disabilities. We used the concepts of universal design and Universal Design for Learning as well as our prior experiences with these topics in exhibition design and nanotechnology programming as a foundation for our work. Through this project, we gained insight into building a community of interest, facilitating a charrette in an inclusive way, using universal design guidelines to develop programs, and measuring the effectiveness of our process.
Twenty-four Learning Labs in libraries and museums across the country are engaging America’s youth in learning settings where they gain skills and following their passions. A new publication, Learning Labs in Libraries and Museums: Transformative Spaces for Teens, describes these innovative teen spaces. The report details the research behind the labs, the practices that support meaningful learning, and the impacts of a movement that grew with support from the Institute of Museum and Library Services and its private partner, the John D. and Catherine T. MacArthur Foundation.
This catalog details the extent of NASA’s game portfolio, so that others developing new games are able to build upon the lessons learned from the past. Enclosed herein are details on fourteen individual games that have been created by or for NASA as well as two collections of hosted Flash games. Each entry has information about the game, including a screen shot, point of contact (if available), and a link to the game’s site. The games are identified by genre, NASA content or contribution, and intended audience or Entertainment Software Review Board (ESRB) rating.