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resource research Public Programs
Many science educators encourage student experiences of “authentic” science by means of student participation in science-related workplaces. Little research has been done, however, to investigate how “teaching” naturally occurs in such settings, where scientists or technicians normally do not have pedagogical training and generally do not have time (or value) receiving such training. This study examines how laboratory members without a pedagogical background or experience in teaching engage high school students during their internship activities. Drawing on conversation analysis, we analyze
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TEAM MEMBERS: Pei-Ling Hsu Wolff-Michael Roth Asit Mazumder
resource research Public Programs
Learning to see inequity in science is critical to anyone who is actively encouraging young people to invest their education, career, and life in the discipline. If the culture of science is grossly inequitable, why should students take the risk of entering this discipline over careers in other arenas? Many scholarly publications from the fields of psychology, science education, and sociology have described inequities in science; proposed theoretical frameworks for understanding them; and explored practical strategies for addressing such inequities, but progress in jettisoning these inequities
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TEAM MEMBERS: Kimberly Tanner
resource research Public Programs
In this article, we explore the Programme for International Student Assessment (PISA) with a lens informed by the socioscientific issues (SSI) movement. We consider the PISA definition of scientific literacy and how it is situated with respect to broader discussions of the aims of science education. We also present an overview of the SSI framework that has emerged in the science education community as a guide for research and practice. We then use this framework to support analysis of the PISA approach to assessment. The PISA and SSI approaches are seemingly well aligned when considering
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TEAM MEMBERS: Troy Sadler Dana Zeidler
resource research Media and Technology
This article draws from the literature on self-determination and Universal Design for Learning principles to set forth the theory that students identified as having learning disabilities may be environmentally disadvantaged and their learning difficulties exasperated by the traditional classroom learning environment. Alternatively, the digital learning environment found in simulation video games is designed so participants can be autonomous, self-directed, goal-oriented and successful. These are, coincidentally, the salient features of a technology-enhanced learning environment designed with
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TEAM MEMBERS: Elizabeth Simpson
resource research Media and Technology
Technology designers are faced with the challenge of accounting for the breadth of children's experiences in their interactions with technology, even as the field of human-computer interaction has maintained a primary focus on "use" as the main interaction paradigm. To address this challenge, I propose that designers account for children's relationships with technology by considering six facets of interactional constructivist development: embodied, situated, dynamic, intentional, social, and moral. To support this proposal, I first review the intellectual development of interactional
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TEAM MEMBERS: Nathan Freier
resource research Media and Technology
This article reviews how the relationship between computer games and learning has been conceptualized in policy and academic literature, and proposes a methodology for exploring learning with games that focuses on how games are enacted in social interactions. Drawing on Sutton-Smith's description of the rhetorics of play, it argues that the educational value of games has often been defined in terms of remedying the failures of the education system. This, however, ascribes to games a specific ontology in a popular culture that is defined in terms of its opposition to school culture. By
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TEAM MEMBERS: Caroline Pelletier
resource research Media and Technology
Both in common parlance and within the academy, the word “learning” has broad and varied meanings. On the street, we apply the same term to a child who, as a result of bitter experience, will no longer tease an older, tougher peer, and to those who achieve the highest Latinate degrees after many years of study at the University. In the field of psychology, “learning” was the major topic in America for fifty years, before it was replaced and almost consigned to oblivion, courtesy of the “cognitive revolution” of the 1960s (Gardner 1985). Now, with study becoming a lifelong enterprise, and with
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TEAM MEMBERS: Margaret Welgel Carrie James Howard Gardner
resource research Media and Technology
In this article, we review concepts, measures, and strategies that can be applied to opinion-leader campaigns on climate change. These campaigns can be used to catalyze wider political engagement on the issue and to promote sustainable consumer choices and behaviors. From past research, we outline six relevant categories of self-designated opinion-leaders, detailing issues related to identification, recruitment, training, message development, and coordination. We additionally analyze as prominent initiatives Al Gore's The Climate Project and his more recent We campaign, which combines the
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TEAM MEMBERS: Matthew Nisbet John Kotcher
resource research Public Programs
This article is the culmination of an extensive inquiry-focused interactive experience involving female middle school students and five university scientists, which demonstrated that middle school girls 'perception of science and scientists can be successfully improved. The study exposed students to adult professional scientists over a period of a few days in laboratory and field exercises. Based on student journal entries and pictorial illustrations, as well as attitude surveys, the experience resulted in a keen appreciation of the sciences among the majority of participants and both a
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TEAM MEMBERS: Donna Farland-Smith
resource research Media and Technology
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our
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TEAM MEMBERS: Michael Horn Erin Solovey R. Jordan Crouser Robert Jacob
resource research Informal/Formal Connections
This paper argues that DR K-12 grantees can enhance the long-term consequences of their work by using insights from research on dissemination. In education and other fields, studies of dissemination have identified processes by which research knowledge reaches (or fails to reach) the practitioners and policymakers who could use it.
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TEAM MEMBERS: Community for Advancing Discovery Research in Education (CADRE) Brenda Turnbull
resource research Public Programs
In 2007, Carnegie Corporation of New York joined with the Institute for Advanced Study to create a commission, comprised of some of our nation’s most distinguished mathematicians, scientists, educators, scholars, business leaders, and public officials, to assess not only the current state of math and science education in the U.S. but also how to enhance the capacity of our schools and universities to generate innovative strategies across all fields that will increase access to high-quality education for every student in every classroom.
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TEAM MEMBERS: Carnegie Corporation and the Institute for Advanced Study