The Impact of Environmental Education on Sense of Place Among Urban Youth

Publication

Research suggests that an ecologically informed sense of place, including strong place attachment and ecological place meaning, contributes to pro-environmental behaviors. Yet it is unclear whether an intervention such as environmental education can intentionally influence sense of place, especially in cities. To investigate the impact of urban environmental education programs on sense of place, we used pre/post surveys of youth in 5-week environmental and non-environmental summer youth programs in the Bronx, New York City, in 2010. Results show that urban environmental education programs

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Motivation, Learning, and Transformative Experience: A Study of Deep Engagement in Science

Publication

This study investigated the prevalence of transformative experiences, antecedents of transformative experience, and the relation between transformative experience and deep‐level learning (conceptual change and transfer) for high school biology students (N = 166). Results suggested that the high school students in our sample typically engaged in low levels of transformative experience with respect to biology, but those students who strongly identified with science and who endorsed a mastery goal orientation were more likely to report engagement in higher levels of transformative experience

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The Efficacy of Educative Curriculum Materials to Support Geospatial Science Pedagogical Content Knowledge

Publication

Teaching and learning about geospatial aspects of energy resource issues requires that science teachers apply effective science pedagogical approaches to implement geospatial technologies into classroom instruction. To address this need, we designed educative curriculum materials as an integral part of a comprehensive middle school energy resources science curriculum. We examined teachers’ perceived impact of the curriculum materials to support their pedagogical content knowledge related to teaching science with geospatial technologies. Results indicated that the educative curriculum materials

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Design Fixation

Publication

The purpose of this article is to provide awareness of the danger of design fixation and promote the uses of brainstorming early in the design process--before fixation limits creative ideas. The authors challenged technology teachers to carefully limit the use of design examples too early in the process and provided suggestions for facilitating brainstorming sessions to help generate innovative ideas. The authors are not suggesting that teachers never provide design examples; in fact, this article highlights techniques for providing students with authentic examples and the benefits of this

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Persistent Teaching Practices after Geospatial Technology Professional Development

Publication

This case study described teachers with varying technology skills who were implementing the use of geospatial technology (GST) within project-based instruction (PBI) at varying grade levels and contexts 1 to 2 years following professional development. The sample consisted of 10 fifth- to ninth-grade teachers. Data sources included artifacts, observations, interviews, and a GST performance assessment and were analyzed using a constant comparative approach. Teachers’ teaching actions, beliefs, context, and technology skills were categorized. Results indicated that all of the teachers had high

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A Framework for Aligning Needs, Abilities and Affordances to Inform Design and Practice of Educational Technologies

Publication

This paper addresses the need for enhancing our awareness of user‐centered design in educational technology through a more explicit and systematic alignment between the needs of educational technology users (learners and educators) and the affordances provided by the technology. First, we define the term “affordance” and discuss it from the perspectives of cognitive psychology and user interaction design. Next, we propose a taxonomy of functional affordances that builds on prior research and reflects the current trends in the design of educational technologies. The paper is concluded with an

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3D Fossils for K-12 Education: A Case Example Using the Giant Extinct Shark Carcharocles Megalodon

Publication

Fossils and the science of paleontology provide a charismatic gateway to integrate STEM teaching and learning. With the new Next Generation Science Standards (NGSS), as well as the exponentially increasing use of three-dimensional (3-D) printing and scanning technology, it is a particularly opportune time to integrate a wider variety of fossils and paleontology into K–12 curricula. We describe a curricular prototype that integrates all four components of STEM (Science, Technology, Engineering, Math) into authentic research using dentitions of the Neogene giant shark Megalodon (Carcharocles

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Empowering Middle School Students to Create Data-enabled Social Apps

Publication

MIT App Inventor has enabled middle school students to learn computing while creating their own apps-including apps that serve community needs. However, few resources exist for building apps that gather and share data. There is a need for new tools and instructional materials for students to build data-enbaled, community-focused apps. We developed an extension for App Inventor, called AppleVis, which allows app-makers to publish and retrieve data from our existing web-based collaborative data visualization platform.

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Eliciting Algebraic Reasoning with Hanging Mobiles

Publication

How algebraic reasoning can be fostered within the important big idea of equivalence is demonstrated using hanging mobiles. A concrete-representational-abstract approach is used, without any formal algebraic symbolism, to elicit algebraic reasoning and higher-order thinking.

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Preparing Teachers to Engage Rural Students in Computational Thinking through Robotics, Game Design, and Culturally Responsive Teaching

Publication

This article examines teacher preparation and teacher change in engineering and computer science education. We examined culturally responsive teaching self-efficacy (CRTSE), culturally responsive teaching outcome expectancy (CRTOE) beliefs, and attitudes toward computational thinking (CT) as teachers participated in one of three treatment groups: robotics only, game design only, or blended robotics/game design. Descriptive data revealed that CRTSE gain scores were higher in the robotics only and blended contexts than in the game design only context. However, CRTOE beliefs were consistent

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