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resource research Public Programs
The article discusses initiatives by the Cornell Lab of Ornithology to connect youth to the natural world through birding. It has developed educational resources, known as BirdSleuth which are used around the U.S. to support students in citizen-science participation, outdoor activities, and inquiry-based investigations. It talks about BirdSleuth's Investigating Evidence module, the "Classroom BirdScope" research journal, and the Cornell Lab of Ornithology's eBird citizen-science project.
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resource research Public Programs
The article offers information on a citizen science project titled "Pathways to BioTrails" being conducted at Acadia National Park in Maine in which DNA barcoding will be used to monitor and identify plant and animal species. The project's goal of educating visitors to the park and acting as a model for future collaborations between national parks and research institutions is also touched on.
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TEAM MEMBERS: Science Teacher
resource research Public Programs
The article discusses citizen science projects focused on entomology, and examines their usefulness for engaging students in science education and providing meaningful hands-on educational experiences. Advice for incorporating citizen science into lessons and curricula are offered, and the applicability of entomology to science education standards is touched on.
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TEAM MEMBERS: Renee Clar James Wandershee John Guyton Michael Williams
resource research Media and Technology
There is a vast terrain of emerging research that explores recent innovations in digital games, particularly as they relate to questions of teaching and learning science. One such game, Citizen Science, was developed to teach players about the practice of citizen science as well as lake ecology. Citizen science is a pedagogy that has a long history within the scientific community, engaging the public in ongoing community and environmental surveys to collect data for existing small-scale studies. More recently, citizen science has gained traction as an educational context for teaching and
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TEAM MEMBERS: Deborah Tippins Lucas Jensen
resource research Public Programs
Encouraging nonprofessionals to participate in ecological research through citizen science programs is a recent innovation and an effective strategy for gathering ecological information across broad geographical areas. In this paper, we demonstrate how reporting field-based observations through eBird, a citizen-based birding and data-recording program, can be used as a lab activity in an undergraduate ecology class. This exercise exposes students to worldwide data collecting networks in which non-scientific communities serve as major stakeholders. This lab activity also introduces basic field
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TEAM MEMBERS: Thilina Surasinghe Jason Courter
resource research Public Programs
The goal of this study was to investigate the degree to which school-based and nonformal education programs that focus on air quality (AQ) achieved measurable AQ improvements, and whether specific instructional methods were associated with those improvements. We completed a standardized telephone interview with representatives of 54 AQ education programs. Quantitative analysis of these interviews generated three key findings: (1) nearly half (46%) of the programs we studied reported evidence that AQ had actually improved over the course of their projects; (2) most (89%) of the programs we
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TEAM MEMBERS: Brian Johnson Michael Duffin Michael Murphy
resource research Public Programs
Learning environment studies acknowledge that learning takes place within the social realm and that social conditions contribute to the quality of both learning and experience. This can be said to be especially true for environmental learning programs. To access information about students' perceptions of their learning environment, a robust instrument for describing and measuring student perceptions of environmental education in place-based educational settings was developed and validated. Focus groups with environmental educators were formed to explore (from teachers' perspective) the factors
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TEAM MEMBERS: David Zandvliet
resource research Media and Technology
A multimodal semiotic approach is applied in this chapter to three examples to illustrate how the use of digital technology in museums and galleries can re-mediated the visitor experience (Jewitt, 2009; Kress, 2009). The examples are selected to expand upon the themes raised in Chapter X. They each explore different technologies, contexts and purposes and to illustrate the successful use of digital technology in exhibitions, galleries, or interventions: 1. You Tube and Flickr: The Weather Project by Olafur Eliasson at the Tate Modern Museum; 2. Interactive artefacts, virtual tours and Websites
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TEAM MEMBERS: Carey Jewitt
resource research Exhibitions
This article deals with a pioneering project currently being developed, namely, the Exhibition on Testing and Measurement. This interactive traveling exhibition will be presented in science museums in Israel, the United States, and other countries. It has been conceived as an innovative means of familiarizing the public with educational measurement concepts and scientific principles. The exhibition will initiate and encourage a dialogue regarding the social aspects of testing. Science centers and museums can play a vital role in helping to forge a more authentic relationship between science
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TEAM MEMBERS: Avi Allalouf Diana Alderoqui-Pinus
resource research Exhibitions
While the opportunity to engage in scientific reasoning has been identified as an important aspect of informal science learning (National Research Council, 2009), most studies have examined this strand of science learning within the context of physics-based science exhibits. Few have examined the presence of such activity in conjunction with live animal exhibits at zoos and aquariums. A video study of 41 families at four touch-tank exhibits, where visitors can observe and interact with live marine species, revealed that families engaged in making claims, challenging claims, and confirming
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TEAM MEMBERS: James Kisiel Shawn Rowe Melanie Vartabedian Charles Kopczak
resource research Media and Technology
Problem-based learning (PBL) is a student-centered instructional strategy in which students solve problems and reflect on their experiences. Different domains need different approaches in the design of PBL systems. Therefore, we present one case study in this article: A Java Programming PBL. The application is developed as an additional module for the Learning Management System (LMS). This way the LMS is extended by PBL functionality and the LMS learning resources can be used in PBL.
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TEAM MEMBERS: Goran Shimic Aleksandar Jevremovic
resource research Media and Technology
In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in computer science areas. The study required the development of various forms of multimedia that were inclusive of content and activities delivered in a distance environment via the Internet. The team worked with a game art and design graduate class to
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TEAM MEMBERS: Jeremy Ernst Aaron Clark