Skip to main content

Community Repository Search Results

resource research Public Programs
This report shares the results of a year-long study of the impact of IMLS grants (1998-2003) though programs that served youth aged 9-19. Nearly 400 museum and library programs were surveyed about their goals, strategies, content, audience, and structure, as well as about their impact, effectiveness, and outcomes.
DATE:
TEAM MEMBERS: Judy Koke Lynn Dierking
resource research Public Programs
If one of aims of science today is to respond to the real needs of society, it must find a new way to communicate with people and to be acquainted with their opinions and knowledge. Many science museums in Europe are adopting new ways to actively engage the public in the debate on topical scientific issues. The Museum of Science and Technology "Leonardo da Vinci" in Milan (partner of the SEDEC project) has thus experimented some formats for dialogue with teachers and with the public in general. Our experience shows that museums can be places where science and the public on the one hand and
DATE:
TEAM MEMBERS: Sara Calcagnini
resource research Informal/Formal Connections
The first step of the SEDEC project has been a survey on teachers and pupils perception of science, scientists, and the European dimension of science. Different research actions have been organized for the different targets, and have been held in the six countries involved in the project: Czech Republic, France, Italy, Portugal, Poland and Romania. This article will present the analysis of more then 1000 drawings realized by 9 and 14 years old pupils and representing "a scientist". Form the drawings emerge stereotypes, fears, desires, expectations and more, a whole imaginery that has to be
DATE:
TEAM MEMBERS: Paola Rodari
resource research Media and Technology
The idea to link European citizenship and science education is surely new and uncommon in Poland, but we think, as SEDEC project, that can enrich both the panorama of science popularization outside and inside school system. I checked carefully curricula for every stage of school education looking for the topics concerning the developing of the European citizenship. I found that they are usually connected to the history, geography and some activities developing of the knowledge about generally defined citizenship. The spare topics connected directly to the science are present especially in
DATE:
TEAM MEMBERS: Jacek Szubiakowski
resource research Public Programs
Being aware of the fact that science is a decisive factor for development and individual well being and a citizen's right, no less important than all his other rights, Tunisia's new-Era initiated its Science City on 10 April, 1992. The purpose of such an institution is to disseminate science throughout the whole of Tunisia for the different categories of citizens and to help, in the context of dovetailing with the educational sector, youngsters get, from their earliest years, interested in science and its use.
DATE:
TEAM MEMBERS: Adel Zouaoui
resource research Media and Technology
In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game
DATE:
TEAM MEMBERS: Katie Salen
resource research Media and Technology
In this article we report assessment results from two studies in an ongoing design experiment intended to provide a single school system with a sequence of secondary school level (ages 14–18) computer technology courses. In our first study, we share data on students’ learning as a function of the required introductory course and their pre-course history of technological experience. In order to go beyond traditional assessments of learning we assessed two aspects of students’ “ learning ecologies”: their use of a variety of learning resources and the extent to which they share their knowledge
DATE:
TEAM MEMBERS: Brigid Barron Caitlin Martin Eric Roberts
resource research Media and Technology
The learning of science can be made more like the practice of science through authentic simulated experiences. We have created a networked handheld Augmented Reality environment that combines the authentic role-playing of Augmented Realities and the underlying models of Participatory Simulations. This game, known as Outbreak @ The Institute, is played across a university campus where players take on the roles of doctors, medical technicians, and public health experts to contain a disease outbreak. Players can interact with virtual characters and employ virtual diagnostic tests and medicines
DATE:
TEAM MEMBERS: Eric Rosenbaum Eric Klopfer Judy Perry
resource research Public Programs
What if every kid had access to a real workshop? Like the ones in the corners of garages across the country: a basic array of tools, bits and pieces of hardware, piles of scrap materials and fasteners, plus stacks of unsorted boxes containing the remnants of projects gone by. Visualize also that the workshop held a few musical instruments-guitars, a keyboard, some percussion-as well as art supplies: markers, paints, clay, and the tools to shape it, ribbons glitter, beads, fabric, etc. n top of this, picture the workshop having a few hands-on exhibits to explore and manipulate-a vacuum chamber
DATE:
TEAM MEMBERS: Curt Gabrielson
resource research Media and Technology
This article focuses on understanding how games and immersive participatory simulations, with their focus on doing science, are becoming an emerging type of curricula for supporting science education. It discusses the theoretical frameworks positing that knowing is a contextual and participatory act. The context in which one learns any particular content shapes resultant understandings of that content. Moreover, knowledge and skills in science should be established as an inquiry process and that new technologies and design methodologies can facilitate this process.
DATE:
TEAM MEMBERS: Sasha Barab Chris Dede
resource research Media and Technology
What are students' mental models of the environment? In what ways, if any, do students' mental models vary by grade level or community setting? These two questions guided the research reported in this article. The Environments Task was administered to students from 25 different teacher-classrooms. The student responses were first inductively analyzed in order to identify students' mental models of the environment. The second phase of analysis involved the statistical testing of the identified mental models. From this analysis four mental models emerged: Model 1, the environment as a place
DATE:
TEAM MEMBERS: Daniel Shepardson Bryan Wee Michelle Priddy Jon Harbor
resource research Public Programs
It is recognized widely that learning is a dynamic and idiosyncratic process of construction and reconstruction of concepts in response to new experiences. It is influenced by the learner's prior knowledge, motivation, and sociocultural context. This study investigated how year 11 and 12 physics students' metacognition influences the development of their conceptual understandings of kinematics. An interpretive case study approach was used to investigate students working in collaborative groups in the context of an amusement park physics program. The metacognitive character of individual
DATE:
TEAM MEMBERS: David Anderson Samson Nashon