1,308 research outputs found

    Effective Thinking: An Active-Learning Course in Critical Thinking

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    This article describes a college course in critical thinking. Offered in the Psychology Department at Arizona State University, this active-learning course provides instruction in how to apply principles of (scientific) methodological reasoning and optimum decision making to problems faced in everyday-life situations. Students learn to evaluate statistical and scientific evidence, clarify personal and societal values, and anticipate the consequences of their actions in dealing with personally significant issues. Crime and punishment, societal acceptance of the gay lifestyle, alcohol abuse, and racial stereotypes comprise a partial list of topics addressed in the class. Using Internet links to recorded classroom discussions archived on the World Wide Web, the article provides qualitative support for a three-level model of critical thinking. This model attempts to account for the progression of methodological reasoning skills and related dispositions that takes place over the course of the semester

    Creating a Middle School Makerspace in an International Baccalaureate School

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    The availability of a makerspace lab is a new initiative at The Academy for Discovery at Lakewood (ADL), a Norfolk City Public School. The academy follows the International Baccalaureate Middle Years Program curriculum. This project gives background on the makerspace movement and details the steps that were taken to design and equip the lab environment, as well as provide teachers with professional development on how the lab can be used to support rigorous course curriculum. This project also includes considerations for further action, including the creation of a student survey regarding opinions on what value the makerspace lab contributes to the learning process. Overall, current feedback from staff members, students, and parents supports the belief that the makerspace lab is a positive addition to ADL

    Personal Inquiry and Online Research: Connecting Learners in Ways That Matter

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    This piece introduces a framework for how to envision Personal Digital Inquiry (PDI) in K-8 classrooms. To conceptualize what teaching and learning might look like in these classrooms, important practices are situated along a two-dimensional continuum of digital inquiry that varies in terms of levels of support and purposes of technology use. We then offer several examples of what teaching and learning within a PDI framework can look like; visions that move from teacher directed to student directed inquiry, always informed by purposeful choices about the role that technology plays along the way

    Special Isssue: Engaging the Data Moment

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    Teacher's appropriation practices of educational technology: a case study in Tartu International School

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    https://www.ester.ee/record=b5160257*es

    Sustainability in design: now! Challenges and opportunities for design research, education and practice in the XXI century

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    Copyright @ 2010 Greenleaf PublicationsLeNS project funded by the Asia Link Programme, EuropeAid, European Commission

    Making Makers: Tracing STEM Identity in Rural Communities

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    In this article, we describe efforts to reduce barriers of entry to pre-college engineering in a rural community by training local teens to become maker-mentors and staff a mobile makerspace in their community. We bring a communities of practice frame to our inquiry, focusing on inbound and peripheral learning and identity trajectories as a mechanism for representing the maker-mentor experience. Through a longitudinal case study, we traced the individual trajectories of five maker-mentors over two years. We found a collection of interrelated factors present in those students who maintained inbound trajectories and those who remained on the periphery. Our research suggests that the maker-mentors who facilitated events in the community, taught younger community members about making, and co-facilitated with other maker-mentors were more likely to have inbound trajectories. We offer lessons learned from including a mentorship component in a pre-college maker program, an unusual design feature that afforded more opportunities to create inbound trajectories. A key affordance of the maker-mentor program was that it allowed teens to explore areas of making that were in line with their interests while still being a part of a larger community of practice. Understanding learning and identity trajectories will allow us to continually improve pre-college engineering programming and education opportunities that build on students’ funds of knowledge

    Explicating the Characteristics of STEM Teaching and Learning: A Metasynthesis

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    This metasynthesis focused on STEM teaching and learning practices in middle and high school classrooms and in informal settings. Research artifacts between 2005 and 2012 were examined. Fifty-eight unique artifacts were classified into four categories: reform-based teaching and learning, informal education, teacher factors, and technology use. Promising pedagogical reform-based practices included inquiry-based learning, engineering design, project-based learning, problem-based learning, and hands-on practices. The most common intervention identified was increasing teacher content knowledge. Even though STEM informal activities attempt to recruit underrepresented or low achieving students, the reality is that access to informal STEM activities is often based on students’ expressed high interest, prior academic achievement, teacher recommendation, time and travel availability and flexibility, and overall levels of ambition or motivation. Positive outcomes, due to technology, appeared to covary with other factors such as teacher content knowledge, the presence of campus support, or active engagement within a learning community

    Educational Video Game Effects Upon Mathematics Achievement And Motivation Scores: An Experimental Study Examining Differences B

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    An experimental research study using a mixed-method analysis to was conducted to examine educational video game effects on mathematics achievement and motivation between sexes. This study examined sex difference in a 7th grade mathematics (Mathematics 2/Mathematics 2 Advanced) classroom (n=60) learning algebra. Attributes and barriers relating to educational video game play, preference, and setting characteristics were explored. To examine achievement and motivation outcomes, a repeated-measure (SPSS v14) test was used. The analysis included ethnographic results from both student and teacher interview and observation sessions for data triangulation. Results revealed a statistically significant academic mathematics achievement score increase (F =21.8, df =1, 54, \u3c .05). Although, mathematics class motivation scores did not present significance (F =.79, df =1, 47, p \u3e .05), both sexes posted similar data outcomes with regard to mathematics class motivation after using an educational video game as treatment during an eighteen-week term in conjunction with receiving in-class instruction. Additionally, there was an increase in male variability in standard deviation score (SDmotivationpre=8.76, SDmotivation post=11.70) for mathematics class motivation. Lastly, self-reported differences between the sexes for this limited sample, with regard to game design likes and dislikes and observed female game play tendencies, were also investigated. The data presented customization as a unified, but most requested, game design need between the sexes. Between sex differences were found only to be superficial other than a female delay in game acceptance with regard to time and game play comfort

    Educational Video Game Effects Upon Mathematics Achievement and Motivation Scores: An Experimental Study Examining Differences Between the Sexes

    Get PDF
    An experimental research study using a mixed-method analysis to was conducted to examine educational video game effects on mathematics achievement and motivation between sexes. This study examined sex difference in a 7th grade mathematics (Mathematics 2/Mathematics 2 Advanced) classroom (n=60) learning algebra. Attributes and barriers relating to educational video game play, preference, and setting characteristics were explored. To examine achievement and motivation outcomes, a repeated-measure (SPSS v14) test was used. The analysis included ethnographic results from both student and teacher interview and observation sessions for data triangulation. Results revealed a statistically significant academic mathematics achievement score increase (F =21.8, df =1, 54, p.05), both sexes posted similar data outcomes with regard to mathematics class motivation after using an educational video game as treatment during an eighteen-week term in conjunction with receiving in-class instruction. Additionally, there was an increase in male variability in standard deviation score (SDmotivationpre=8.76, SDmotivation post=11.70) for mathematics class motivation. Lastly, self-reported differences between the sexes for this limited sample, with regard to game design likes and dislikes and observed female game play tendencies, were also investigated. The data presented customization as a unified, but most requested, game design need between the sexes. Between sex differences were found only to be superficial other than a female delay in game acceptance with regard to time and game play comfort
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