4 research outputs found

    Ten simple rules for providing a meaningful research experience to high school students

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    Partial funding for Open Access provided by the UMD Libraries' Open Access Publishing Fund

    Exploring the Impact of Early Exposure to Research on Dual Enrollment Students: A Qualitative Single-Case Study

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    Embry-Riddle Aeronautical University (ERAU) provides a concurrent enrollment model to high schools across the United States. The concurrent enrollment opportunity offers science, technology, engineering, and mathematics (STEM) college-credit coursework taught by college-credentialed instructors on the student’s high school campus. One faculty member transitioned to Embry-Riddle’s main residential campus following seven years of service with ERAU’s concurrent enrollment program. During his tenure with ERAU’s concurrent enrollment program, in addition to instructing a variety of concurrent enrollment courses, he maintained an active research agenda that involved concurrently enrolled students. His transition was preceded by the matriculation of a subset of these students to Embry-Riddle’s main campus. Each of these students immediately reengaged in undergraduate research with the faculty member while he continued to serve in a strong mentoring role. This presentation explores the affect this opportunity had on individual members of this tight-knit cohort as they progressed through their concurrent enrollment and undergraduate studies, participated in a long-standing mentoring relationship, and undertook their post-graduation decision-making. The research showcases project-based learning as a scaffolding technique for meaningful undergraduate research and how it may illuminate a pathway for students who do not initially see STEM as a viable option

    REVITALIZING RESEARCH IN THE JUNIOR HIGH SCHOOL PROGRAM: INPUTS FOR CURRICULUM DEVELOPMENT AND FACULTY DEVELOPMENT PROGRAM

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    The study aims to find out the experiences and observations of teachers in teaching Research to Junior High School students. In particular, it wants to identify what needs to be enhanced in the research curriculum and faculty development program, particularly in terms of the knowledge and skills of research teachers and the other teachers in the junior high school department. It found out that students consider research a difficult subject that makes them less interested. Research theories and concepts appropriate for junior high school must be identified for curriculum revision. Teachers believed that they need to enhance their knowledge and skills and gain more experience in writing to become creative and confident research teachers. For teachers to be actively engaged in research, they have to be provided with training and workshops related to research and be strongly encouraged to do at least action research. The faculty development program may also include creating research mentors and the provision of opportunities for publicatio

    A PESQUISA BASEADA EM DESIGN E SEU USO NA CONSTRUÇÃO DE UMA SEQUÊNCIA DE ENSINO APRENDIZAGEM INTERDISCIPLINAR: O DESAFIO DA GARRAFA!

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    This paper presents results of the use of the Design-Based Research (DBR) methodology applied to science teaching for the construction of a didactic sequence. The sequence was designed for high school, it has an interdisciplinary curricular focus and incorporates elements of active learning methodologies, particularly, gamification. The generating theme is the “bottle challenge”, a viral video on the Internet that is very famous among young people, highlighting the first stage suggested by the DBR, namely, the design. The results, which include the choice of design principles and the sequence itself, are ideal for the development and implementation of the next stages of the DBR methodology.Neste trabalho, apresentam-se os resultados da utilização da metodologia de Pesquisa Baseada em Design (DBR) aplicada ao ensino de ciĂȘncias para a construção de uma sequĂȘncia didĂĄtica. A sequĂȘncia proposta para o ensino mĂ©dio, tem enfoque curricular interdisciplinar e incorpora elementos das metodologias ativas de aprendizagem, em particular, da gamificação. O tema gerador foi o “desafio da garrafa”, um vĂ­deo viral na internet muito famoso entre os jovens, destacando-se a primeira etapa preconizada pela DBR, o design. Os resultados compreendem a escolha dos princĂ­pios do design e a sequĂȘncia propriamente dita, que se mostram ideais para o desenvolvimento e realização das prĂłximas etapas da metodologia DBR
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