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resource research Public Programs
This paper discusses three case studies – an exhibition on biodiversity, a hotel water conservation program, and a partnership between a nature center and urban public schools – to establish parameters for designing learning experiences that accommodate the varied worldviews and attitudes of learners. Positive outcomes occurred in all three cases, but could best be interpreted if sub-samples of participants were distinguished based on their readiness to embrace conservation messages. The studies demonstrated the limitations of narrowly defined learning outcomes as benchmarks for success or
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resource research Public Programs
This paper focuses on an early stage of developing curricular materials to support students' learning of scientific inquiry. The materials being developed and tested, called Classroom FeederWatch (CFW), aimed to support science inquiry and were developed by a collaborative team of private curriculum developers and scientists (ornithologists). Inquiry dimensions were influenced at the outset by the newly released National Science Education Standards (National Research Council, Washington, DC: National Academy Press, 1996) and by prior successful experiences of ornithologists with inquiry
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TEAM MEMBERS: Deborah Trumbull Rick Bonney Nancy Grudens-Schuck
resource research Media and Technology
This article explores the way that the subject of dinosaurs became engrained into our culture.
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TEAM MEMBERS: Keith Thompson
resource research Public Programs
Museums are favorite and respected resources for learning worldwide. In Israel, there are two relatively large science centers and a number of small natural history museums that are visited by thousands of students. Unlike other countries, studying museum visits in Israel only emerges in the last few years. The study focused on the roles and perceptions of teachers, who visited four natural history museums with their classes. The study followed previous studies that aimed at understanding the role teachers play in class visits to museums (Griffin & Symington, 1997, Science Education, 81, 763
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TEAM MEMBERS: Revital Tal Yael Bamberger Orly Morag
resource research Media and Technology
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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TEAM MEMBERS: Eric Klopfer Judy Perry Kurt Squire Ming-Fong Jan Constance Steinkuehler
resource research Exhibitions
This article presents a case study of the design, development and evaluation of a science museum exhibition called Planetary Landscapes: Sculpting the Solar System. The exhibition was created by Chabot Space and Science Center in Oakland, California, in collaboration with the artist Ned Kahn. (A slightly smaller version has been traveling to science museums around the country, and has been sent to the Middle East and Asia.) This exhibition affords a chance to explore the work of a gifted artist as he seeks to merge art and science and create beautiful inquiry-based exhibits. The story also
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TEAM MEMBERS: Mark St. John Dawn Huntwork
resource research Media and Technology
The authors of this article discuss three pedagogical approaches, learning community, community of practice and community learning, and analyse their significance for knowledge acquisition and construction in higher education. The authors also explore the roles of technology in creating adequate environments for educators to implement teaching practices supported by these approaches and explain, through an illustrative course example, how technology and teaching methods can be used together to promote interaction among learners and help them achieve course goals.
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TEAM MEMBERS: Erping Zhu Danilo Baylen
resource research Public Programs
Robotic Autonomy is a seven-week, hands-on introduction to robotics designed for high school students. The course presents a broad survey of robotics, beginning with mechanism and electronics and ending with robot behavior, navigation and remote teleoperation. During the summer of 2002, Robotic Autonomy was taught to twenty eight students at Carnegie Mellon West in cooperation with NASA/Ames (Moffett Field, CA). The educational robot and course curriculum were the result of a ground-up design effort chartered to develop an effective and low-cost robot for secondary level education and home use
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TEAM MEMBERS: Illah Nourbakhsh Kevin Crowley Ajinkya Bhave Emily Hamner Thomas Hsiu Andres Perez-Bergquist Steve Richards Katie Wilkinson
resource research Public Programs
The 4-H Study of Positive Youth Development (PYD), a longitudinal investigation of a diverse sample of 1,700 fifth graders and 1,117 of their parents, tests developmental contextual ideas linking PYD, youth contributions, and participation in community youth development (YD) programs, representing a key ecological asset. Using data from Wave 1 of the study, structural equation modeling procedures provided evidence for five firstorder latent factors representing the “Five Cs” of PYD (competence, confidence, connection, character, and caring) and for their convergence on a second-order PYD
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TEAM MEMBERS: Richard Lerner Jacqueline Lerner
resource research Informal/Formal Connections
Research indicates that young children, unlike adults, have a generalized tendency to view not only artifacts but also living and nonliving natural phenomena as existing for a purpose. To further understand this tendency's origin, the authors explored parents' propensity to invoke teleological explanation during explanatory conversations with their children. Over 2 weeks, Mexican-descent mothers were interviewed about question-answer exchanges with their preschool children. Analyses revealed that children asked more about biological and social phenomena than about artifacts or nonliving
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TEAM MEMBERS: Deborah Kelemen Krista Casler Maureen Callanan Deanne Perez-Granados
resource research Public Programs
This longitudinal research used a sociocultural perspective to examine planning competence in the everyday experiences of European American and Latino children from 7 to 9 years of age. Data on children's participation in planning their activities outside of school, parental expectations about children's planning competence, and children's planning in the classroom were collected yearly from Grades 2 to 4 from 140 children and their mothers, and the children's teachers. Results indicate that decision-making practices and parental expectations change with development and vary by ethnicity
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TEAM MEMBERS: Mary Gauvain Susan Perez
resource research Media and Technology
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9–12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating elementary schools and after-school centers to travel through virtual spaces to perform educational activities, talk with other users and mentors, and build virtual personae. Our work has involved an agenda and process that may be called socially
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TEAM MEMBERS: Sasha Barab Michael Thomas Tyler Dodge Robert Carteaux Hakan Tuzun