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resource research Media and Technology
Many people believe that both public policy and personal action would improve with better access to “reliable knowledge about the natural world” (that thing that we often call science). Many of those people participate in science education and science communication. And yet, both as areas of practice and as objects of academic inquiry, science education and science communication have until recently remained remarkably distinct. Why, and what resources do the articles in this special issue of JRST give us for bringing together both the fields of practice and the fields of inquiry?
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TEAM MEMBERS: Bruce Lewenstein
resource research Public Programs
Recent decades have seen an increasing emphasis on linking the content and aims of science teaching to what the average citizen requires in order to participate effectively in contemporary society, one that is heavily dependent on science and technology. However, despite attempts to define what a scientific education for citizenship should ideally involve, a comprehensive set of key aspects has yet to be clearly established. With this in mind, the present study sought to determine empirically the extent of any consensus in Spain regarding the principal aspects of scientific competence that
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TEAM MEMBERS: Angel Blanco-Lopez Enrique Espana-Ramos Francisco Jose Gonzalez-Garcia Antonio Joaquin Franco-Mariscal
resource research Media and Technology
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.
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TEAM MEMBERS: Kerri Wingert
resource project Professional Development, Conferences, and Networks
This conference at Arizona State University is an early-stage activity inspired by the upcoming 2016 - 2018 bicentennial of the conception, writing and publication of Mary Shelley's "Frankenstein - or The Modern Prometheus." That book, and the dozens of films produced subsequently, have provoked questions for researchers and citizens that have endured for two centuries and are relevant today. - How have we gone from a world in which Mary Shelley could watch public demonstrations of voltaic power on dead animals to one in which the dissection of animals in classrooms is frowned upon, but the creation of new life forms via an international synthetic biology competition (iGEM) is celebrated? - How do literary, artistic and other cultural portrayals of science and engineering inspire and inflect STEM research? - What steps do contemporary scientists and engineers need to take in order to proceed with their innovative activity in a responsible fashion? - What role do lay citizens have in making decisions about science and technology?- How can we understand the broad relationship between creativity and responsibility? The convening brings together a USA and international group of educators in informal science education and multi-disciplinary scholars who study various aspects of the interactions of science, technology and society (STS). This team of natural and social scientists, engineers, museum professionals (Museum of Science, Boston (MOS); Science Museum of Minnesota (SMM)), artists and humanities scholars will begin to formulate plans for producing exhibits, educational programs and demonstrations, fiction and nonfiction writing contests, performances, and curricula that explore science education, ethics and artistry. An overarching goal is to establish a process that could create a national and global network of collaborators to plan programs worldwide and establish new professional collaborations of researchers beyond the bicentennial. The workshop, a first step toward a possible larger initiative, could be significant both for the public's engagement with contemporary issues of science and society and for stimulating new inter-disciplinary research on such issues.
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TEAM MEMBERS: Edward Finn David Guston
resource project Media and Technology
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
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TEAM MEMBERS: Michael Horn