Focusing on where people find information about issues relevant to civic society, the author of this paper concludes that, in contrast to the Internet and related information technologies, informal science institutions are less impactful on civic science literacy. The implications of his findings are that in the Internet era an informal science institution's in-house presentation of intriguing phenomena may not be sufficient to supporting an engaged scientifically literate citizenry.
In this paper, the learning resources and museum visit that formed part of an undergraduate teaching sequence on the special theory of relativity are described and discussed. Findings highlight the importance of integrating pre- and post-visit activities, although the methods used to evaluate the impact of the experience do not offer conclusive results.
The researcher of this study presents definitive arguments for the need to move beyond a “school-centric” approach to studying how people learn. Citing ecological perspectives on learning, this paper claims that for an understanding of how people develop interests, participation, and fluency in a given domain, it is necessary to first examine how these interests are developed and nurtured across time and settings. The researcher provides three case studies of teens who familiarized themselves with electronic technologies, each of them following different pathways, all of which spanned multiple
In this paper, Pekarik challenges the conventional approaches that institutions use to monitor success. He argues that outcome-based evaluations simply record impact in a set of predetermined categories and do not document the many and varied effects that participants may experience. This paper may be of interest to informal educators seeking new ways of thinking about program evaluation.
There is growing understanding that learning develops across time and settings. This paper describes a particular case in which a fourth grade boy’s mathematics learning is shaped by experiences both at home and at school. It is relevant to researchers seeking to understand and study learning as a cross-setting phenomenon. It is relevant to ISE educators in that it raises questions about how to coordinate experiences between home and other settings.
The authors of this paper conducted an evaluation of two pilot credential programs both starting in Massachusetts in 2007, the School-Age Youth Development Credential (SAYD) and the Professional Youth Worker Credential (PYWC). Their reflections on the need for professional development for out-of-school time (OST) staff and youth workers show that the field of youth development at present is at crossroads. Based on the evaluation of these two pilot programs, the researchers advocate the establishment of a nationally recognized credential to professionalize the youth development field. The need
Students working in small groups during a field trip to a nature center prioritized the maintenance of social roles within groups of friends rather than exhibiting the behaviors that educators might desire a well-functioning group to engage in for science learning. ISE professionals may consider teaching strategies to help students learn to work through disagreements and discussion within a group, which students perceive as having long-lasting negative social consequences.
In this study, researchers investigated links between choice, interest, and learning. They found that providing students with choices about how to initially engage with a given topic had a positive effect on their interest in learning more about the topic. The study provides concrete examples for how educators can design lessons that tap into learners' diverse interests and experiences by providing learners the opportunity to choose from multiple entry points into a given subject matter.
Do video games have positive impacts on the academic K–12 curriculum? The authors of this paper conducted a literature review of more than 300 research articles on the use of video games in the classroom. Their analysis found minimal evidence that video games have positive effects on mathematics and science learning.
Learning how to communicate and engage in scientific discourse has become a significant goal of science education. Argumentation, or the practice of persuasion using evidence, is identified as a core epistemic practice of science and this study aims to identify some of the essential characteristics and skills students need to engage in scientific argumentation. For ISE professionals teaching science communication, the description and outcomes of this study encompass goals and techniques that might be applied to their own programs.
This study reports on how high school students use scientifically correct language to articulate the concept of ‘force’. Although the analysis is somewhat complex, the importance of this study is its research of how the students engage with scientific concepts and language, and moreover, how they use and apply it.
Based on the data from the international student assessment study PISA, this research examines student interest in science as pointed out by measures of knowledge, affect, and value, and compares findings between four countries with contrasting cultural values. The authors argue that whilst levels of knowledge, value, and affect need to be understood in relation to the students’ cultural context, in general, an individual’s motivation for future participation in science, whatever their nationality, seems to be indicated by their current levels of enjoyment of science.