This report combines the views of education researchers, technology developers, educators, and researchers in emerging fields such as educational data mining and technology-supported evidence-centered design to present an expanded view of approaches to evidence. It presents the case for why the transition to digital learning warrants a re-examination of how we think about educational evidence. The report describes approaches to evidence-gathering that capitalize on digital learning data and draws implications for policy, education practice, and R&D funding.
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TEAM MEMBERS:
U.S. Department of EducationOffice of Educational Technology
This report is the National Education Technology Plan (NETP) submitted by the U.S. Department of Education (ED) to Congress. It presents five goals with recommendations for states, districts, the federal government, and other stakeholders. Each goal addresses one of the five essential components of learning powered by technology: Learning, Assessment, Teaching, Infrastructure, and Productivity. The plan also calls for "grand challenge" research and development initiatives to solve crucial long-term problems that the ED believes should be funded and coordinated at a national level.
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TEAM MEMBERS:
U.S. Department of EducationDaniel AtkinsJohn BennettJohn Seely BrownAneesh ChopraChris DedeBarry FishmanLouis GomezMargaret HoneyYasmin KafaiMaribeth LuftglassRoy PeaJim PellegrinoDavid RoseCandace ThilleBrenda Williams
What is science for a child? How do children learn about science and how to do science? Drawing on a vast array of work from neuroscience to classroom observation, Taking Science to School provides a comprehensive picture of what we know about teaching and learning science from kindergarten through eighth grade. By looking at a broad range of questions, this book provides a basic foundation for guiding science teaching and supporting students in their learning.
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TEAM MEMBERS:
National Research CouncilRichard DuschlHeidi SchweingruberAndrew Shouse
A Framework for K-12 Science Education outlines a broad set of expectations for students in science and engineering in grades K-12. These expectations will inform the development of new standards for K-12 science education and, subsequently, revisions to curriculum, instruction, assessment, and professional development for educators. This book identifies three dimensions that convey the core ideas and practices around which science and engineering education in these grades should be built.
This white paper is the product of the CAISE Formal-Informal Partnerships Inquiry Group, which began work during a July 2008 ISE Summit organized by CAISE. Their examination of what the authors call "the hybrid nature of formal-informal collaborations" draws on relevant theoretical perspectives and a series of case studies to highlight ways in which the affordances of formal and informal settings can be combined and leveraged to create rich, compelling, authentic, and engaging science that can be systematically developed over time and settings.
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 SharplesAnne AdamsRebecca FergusonMark GavedPatrick McAndrewBart RientiesMartin WellerDenise Whitelock
To this volume on out-of-school STEM learning, we contribute an example of science. Our charge is to discuss what it means for children to be doing science and how educators can assess it. To that end, we’ve chosen an especially clear case. It happens to have taken place in school, but that shouldn’t matter for our purpose here; it’s the substance of the children’s reasoning that we’re assessing as the beginnings of science. We open with the case. We then articulate how it is an example of science, in particular of science as a pursuit. Finally we discuss what this view means for science
More and more young people are learning about science, technology, engineering, and mathematics (STEM) in a wide variety of afterschool, summer, and informal programs. At the same time, there has been increasing awareness of the value of such programs in sparking, sustaining, and extending interest in and understanding of STEM. To help policy makers, funders and education leaders in both school and out-of-school settings make informed decisions about how to best leverage the educational and learning resources in their community, this report identifies features of productive STEM programs in
STARBASE Minnesota strives to increase the knowledge, skills, and interest of inner-city elementary school youth in science, technology, engineering, and math (STEM) for greater academic and lifelong success. This study examines the potential long-term impacts of participation, including interest and engagement in STEM, academic achievement, high school graduation, and college enrollment.
Connected learning is an educational approach designed to make learning relevant to students, creating a deeper form of learning and understanding that will help students become life-long learners who will grow and thrive in school, work and life. Afterschool programs have long been implementing this approach that ties together students interests, peer networks and academic pursuits. This report explores the benefits of using a connected learning approach, the variety of ways afterschool programs are offering connected learning opportunities to engage students in learning, and shares ideas on
Media Arts within primary and secondary education is a relatively new avenue of research. Within the context of the arts classroom, rarely is learning to program emphasized despite its importance for creative expression in a digital medium. We present outcomes from an extensive field study at a digital studio where youth accessed programming environments emphasizing graphic, music and video. Learning the language of creative coding is essential to expression in a digital medium — one with increasing importance for youth and society at large. Here, we argue that it’s not just in the viewing or