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resource research Media and Technology
There can be a mistaken impression that the new vision for K-12 science education is only relevant to classroom science instruction. But youth frequently engage in powerful science and engineering activities that take place after or outside-of-school. They learn STEM content, engage in STEM practices, and develop an understanding of how STEM is used in the world. To capitalize on those assets, educators and other stakeholders should learn about, leverage, and broker connections for youth across the STEM learning experiences available in and out of school.
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resource project Public Programs
Our Center works with students from kindergarten through graduate school and beyond. We work with teachers and scientists and combine our knowledge to inspire students to pursue careers in neural engineering and neuroscience. Program activities include summer research programs, curriculum development, school visits, teacher/student workshops, science festivals, and international student exchanges.
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TEAM MEMBERS: University of Washington Eric Chudler
resource project Media and Technology
This award-winning website includes a comprehensive collection of standards-based, space science education materials. Site visitors can explore a variety of resources such as A Hubble Gallery, Online Explorations, Tonight’s Sky, and Star Witness News science content readings. The “For Educators” side of site includes support materials such as science background information and overview pages that provide strategies for using Amazing Space activities in educational settings.
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TEAM MEMBERS: Space Telescope Science Institute Bonnie Eisenhamer
resource project Media and Technology
The Physics and Chemistry Education Technology (PhET) Project is developing an extensive suite of online, highly-interactive simulations, with supporting materials and activities for improving both the teaching and learning of physics and chemistry. There are currently over 70 simulations and over 250 associated activities available for use from the PhET website (http://phet.colorado.edu). These web-based resources are impacting large number of students. Per year, there are currently over 4 million PhET simulations run online and thousands of full website downloads for offline use of the simulations. The goal is that this widespread use of PhET's research-based tools and resources will improve the education of students in physics and chemistry at colleges and high schools throughout the U.S. and around the world. This PhET project combines a unique set of features. First, the simulation designs and goals are based on educational research. Second, using a team of professional programmers, disciplinary experts, and education research specialists enables the development of simulations involving technically-sophisticated software, graphics, and interfaces that are highly effective. Third, the simulations embody the predictive visual models of expert scientists, allowing many interesting advanced concepts to become widely accessible and revealing their relevance to the real world. And finally, the project is actively involved in research to better understand how the design and use of simulations impacts their effectiveness - e.g. investigating questions such as "How can these new technologies promote student understanding of complex scientific phenomena?" and "What factors inhibit or enhance their use and effectiveness?".
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TEAM MEMBERS: Katherine Perkins Michael Dubson Noah Finkelstein Robert Parson Carl Weiman
resource evaluation Public Programs
The “Being Me” program was developed to bring the educational process to life through hands-on learning that promotes children’s awareness of health issues and encourages scientific inquiry in an art-focused curriculum supporting National Science Content Standards (now Next Generation Science Standards, or NGSS). In 2009, the “Being Me” partnership – Children’s National Medical Center (CNMC), the National Children’s Museum (NCM), and George Washington University’s Graduate School of Education and Human Development (GW) – received a five-year National Institutes of Health Sciences Education
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TEAM MEMBERS: Children’s Research Institute John Fraser
resource project Media and Technology
This project continues the development, testing, and use of a series of web-based computer simulations for improving the teaching and learning of physics. It expands the number of simulations in physics, creates new simulations addressing introductory chemistry, creates simulations addressing the conceptual understanding of equations in solving science problems, and further refines some existing simulations. It increases, by approximately 35, the 35 online interactive simulations that have been developed for teaching physics. The project produces and widely disseminates on-line supporting materials for use in undergraduate and high school science courses. The supporting materials include: guided-discovery, tutorial worksheets; a list of learning goals; materials to support in-lecture, homework, and laboratory use; assessment instruments; and other user-contributed materials. The simulations being introduced and their effectiveness are being evaluated in at least eight additional courses in physics and chemistry at the University of Colorado and a diverse set of partner institutions. The materials are being extensively tested to ensure that they are easy to use and effective at promoting deep conceptual understanding and positive attitudes about science and technology.
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TEAM MEMBERS: Carl Wieman Noah Finkelstein Katherine Perkins
resource research Media and Technology
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
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai
resource project Media and Technology
The ScratchEd project, led by faculty at the Massachusetts Institute of Technology and professionals at the Education Development Center, is designing, developing, and studying an innovative model for professional development (PD) of teachers who use the Scratch computer programming environment to help their students learn computational thinking. The fundamental hypothesis of the project is that engagement in workshops and on-line activities of the ScratchEd professional development community will enhance teacher knowledge about computational thinking, their practice of design-based instruction, and their students' learning of key computational thinking concepts and habits of mind. The effectiveness of the ScratchEd project is being evaluated by research addressing four specific questions: (1) What are the levels of teacher participation in the various ScratchEd PD offerings and what do teachers think of these experiences? (2) Do teachers who participate in ScratchEd PD activities change their use of Scratch in classroom instruction to create design-based learning opportunities? (3) Do the students of teachers who participate in the ScratchEd PD activities show evidence of developing an understanding of computational thinking concepts and processes? (4) When the research instruments developed for the evaluation are made available for teachers in the Scratch community to use for self-evaluation, how do teachers make use of them? Because both computational thinking and design-based instruction are complex activities, the project research is using a combination of survey, interview, and artifact analysis methods to answer the questions. The ScratchEd professional development and research work will provide important insight into the challenge of helping teachers create productive learning environments for development of computational thinking. Those efforts will also yield a set of evaluation tools that can be integrated into the ScratchEd resources and used by others to study development of computational thinking and design-based instruction.
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TEAM MEMBERS: Mitchel Resnick
resource project Public Programs
This project develops an interdisciplinary and transformative in- and out of-school science education and technology program that engages high school aged youth and their teachers in 1) the production of food using hydroponics, and 2) the use of green energy technologies (solar, and wind) to power hydroponic systems. This distinctive program integrates food production, a novel model of parental outreach, a focus on green career development, and an authentic reason (growing their own produce for selling at a market) for learning how and why to use alternative energy technologies. The project creates an approach to sustainability in which students not only give back to their community, but are in a position to provide a continuous revenue stream to the school in order to operate their indoor urban garden indefinitely. The partnership with the Boston Youth Environmental Network provides youth opportunities for summer internships with green energy companies. The project builds upon a learning progressions model in which youth gradually learn about complex scientific systems and economic principles throughout their years in the program. Rather than a onetime experience, youth are engaged in a long-term experience building their knowledge and skills regarding science, economics, and college preparedness. This project has the potential to impact thousands of students informally and over 2000 students (in classrooms) directly with a minimum of 60 students receiving focused and in depth learning experiences during the summer and on weekends during the school year. With the passage of laws encouraging local schools to partner with local farms, the need for locally grown produce will increase; in that context, the program brings the farm to the school in a way that allows food to be grown year round. Thus, a model is developed that any school or informal learning center could adopt to grow their own food while simultaneously creating a living and learning laboratory for youth in their own program.
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TEAM MEMBERS: George Barnett Eric Strauss David Blustein Catherine Wong Elizabeth Bagnani
resource research Informal/Formal Connections
This document was shared in the session “Math Phobia and Science Centers: Some International Perspectives” at the 2004 Association of Science-Technology Centers (ASTC) Conference in San Jose, California. It explores math phobia as a cultural (and specifically English-speaking) phenomenon, using examples from his experiences in France and working with the Tuyuka, an indigenous population in Brazil. He links math phobia to a disconnect between math as a part of everyday life and math as a formal process disconnected from one's experiences.
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TEAM MEMBERS: Maurice Bazin