Novice teachers require support in learning to attend and respond to students’ thinking as expert teachers do. Video clubs in which groups of teachers respond to videos of one another’s classrooms can help. Van Es and Sherin describe how a video club helped teachers make space for student thinking to emerge, probe students’ understanding, and learn from their students while teaching.
Through this review of research on public engagement with science, Feinstein, Allen, and Jenkins advocate supporting students as “competent outsiders”—untrained in formal sciences, yet using science in ways relevant to their lives. Both formal and informal settings can be well suited for work in which students translate scientific content and practices into meaningful actions.
Developing the ability to read and critically assess science-themed media reports is of great importance, given the media’s pervasive and powerful influence on people’s beliefs and behaviours. This study examines a technique designed to develop high school students’ critical reading abilities. Findings suggest a progression from blind belief toward the ability to draw conclusions based on scientific information.
This study examined the validity of the Draw-A-Scientist Test (DAST), which is commonly used to capture students’ perceptions of scientists. Findings suggest that the DAST is not valid as a sole measurement. The originally identified stereotypical traits are no longer widely held by students.
Integrating technology with reformed-based science instruction that facilitates student inquiry can be challenging for teachers. Campbell, Longhurst, Wang, Hsu, and Coster propose a professional development model that helps teachers use the latest technologies to engage students in authentic science practices.
Why do some people move into science while others move away? Salehjee and Watts collected 12 personal biographies that provide rich descriptions of the different paths—direct or more wavering—that individuals follow. The implications of this study suggest that the informal science sector needs to “keep doors open” for individuals at transition points.
Formal readings and lectures are effective at delivering explanations, but the information they impart can be so densely packed and de-contextualized that students may not make full sense of the content. Arena and Schwartz found that video games have the potential to unlock the expository content delivered by lectures, textbooks, and diagrams.
As infographics and other visual forms of data become increasingly common, many educators wonder how to best integrate them into learning activities. Polman and Gebre interviewed 10 experts in science representation to understand common practices they used for selecting and interpreting infographics. The authors build on study results to generate guidelines for educators' use of infographics.
Polman, Newman, Saul, and Farrar reflect on six years of work with a science journalism program for teens that fosters a version of science literacy centered on developing fluency in the application and use of science in personal life.
How can technology be used to support inquiry in the classroom? In this study, Rehmat and Bailey probe the effects of a science methods course for preservice elementary teachers that explicitly includes technology integration. The preservice teachers in this course broadened their definition of classroom technology, increased their technology use, and gained a more positive outlook on technology integration.
Current science education reforms emphasize the ways in which students’ scientific practices, such as experimenting, collecting data, and interpreting results, develop over time. Bricker and Bell suggest that practices develop not only over time, but also across multiple settings and opportunities. Their study shows how, over several years, one youth’s identification with science was shaped by many everyday moments, social configurations, and collaborators.
The authors of this study investigated the educational potential of a digital math game called Zombie Division in an elementary classroom. Habgood & Ainsworth were interested in the effect of what they called “intrinsic integration” –linking the video game’s core mechanics of play to the educational content. The idea is linked to the field of research called intrinsic motivation, in which the only reward is pleasure in the activity itself. The researchers argue that, while a game like MathBlaster is fun, it does not embody the mathematics lesson as an intrinsic part of game play.