The Nature of Middle School Learners’ Science Content Understandings with the Use of Online Resources

2014 ◽  
pp. 1067-1094
2016 ◽  
Vol 6 (3) ◽  
pp. 18-33 ◽  
Author(s):  
Marilyn Ault ◽  
Jana Craig-Hare ◽  
Bruce Frey

Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between challenging tasks, is the subject of this analysis. The effect of two conditions on 72 ninth grade students' performance was analyzed: game play with a competitive racing component (Race) and game play without a competitive racing component (No-Race). A counterbalanced design was used with two randomly assigned groups playing the game using two different science scenarios. When students played with a racing component interspersed between challenging tasks they completed the tasks more quickly and accurately than when they did not experience the racing component. These findings are discussed in terms of game design and the use of game features not related to academic content.


2016 ◽  
Vol 26 (5) ◽  
pp. 596-611 ◽  
Author(s):  
Evan Szu ◽  
Jonathan Osborne ◽  
Alexis D. Patterson

Popular media influences ideas about science constructed by the public. To sway media productions, public policy organizations have increasingly promoted use of science consultants. This study contributes to understanding the connection from science consultants to popular media to public outcomes. A science-based television series was examined for intended messages of the creator and consulting scientist, and received messages among middle school and non-science university students. The results suggest the consulting scientist missed an opportunity to influence the portrayal of the cultural contexts of science and that middle school students may be reading these aspects uncritically—a deficiency educators could potentially address. In contrast, all groups discussed the science content and practices of the show, indicating that scientific facts were salient to both media makers and audiences. This suggests popular media may influence the public knowledge of science, supporting concerns of scientists about the accuracy of fictional television and film.


Author(s):  
Amanda M. Latimer ◽  
Martha E. Monreal

In this chapter, the authors discuss what they observed and learned as drawing was integrated into assessments already in use in a middle school science classroom. Informed by a growing body of evidence that supports the notion that allowing students to draw answers on assessments disrupts normative assessment practices, promoting more equitable assessments for ELLs. Their overall goal was to add to the understanding of how drawing can provide a more complete picture of ELL students science content understanding. This chapter begins with the historical importance of drawing in science, and then the intersection of ELLs, drawing, science, and assessment, followed by a description of how drawing was adapted into middle school science assessments. Examples of how middle school students responded to prompts to draw answers on assessments are included followed by implementation barriers that were confronted by their teachers. The authors then conclude this chapter with a discussion focusing on recommendations to fellow teachers.


2019 ◽  
Vol 30 (3) ◽  
pp. 128-137 ◽  
Author(s):  
Angela Collier Bliss

In today’s learning environment, adult learners conduct learning episodes on the Internet meaning they are now expected to approach a self-directed science-based learning endeavor with knowledge of digital tools (digital literacy), knowledge of the science content (science literacy), and critical thinking skills to evaluate online resources (information literacy). Are adults equipped with such skills to discern credible science-based resources? If so, how are these adults discerning credibility, especially when they encounter conflicting science-based information. A recent qualitative study was conducted to delve into these questions. Participants engaged in real-time science-based Internet searches and provided feedback on rationales behind their credibility decisions. Findings from this study provided three strategies to assist those serving adult audiences in ways in which science-based resources might be best dissimilated online, especially when focused on controversial science issues such as fracking and climate change. The three strategies are (a) internally evaluate online resources, (b) conduct a usability study of online resources, and (c) stay dynamic with types of science-based resources and how to best meet the changing needs of the adult populace.


2021 ◽  
Vol 28 (2) ◽  
pp. 1-41
Author(s):  
Eliane S. Wiese ◽  
Marcia C. Linn

When middle school students encounter computer models of science phenomenon in science class, how do they think those computer models work? Computer models operationalize real-world behaviors of selected variables, and can simulate interactions between the modeled elements through programmed instructions. This study explores how middle school students think about the high-level semantic meaning of those instructions, which we term rules . To investigate this aspect of students’ computational thinking, we developed the Computational Modeling Inventory and administered it to 253 7 th grade students. The Inventory included three computer models that students interacted with during the assessment. In our sample, 99% of students identified at least one key rule underlying a model, but only 14% identified all key rules; 65% believed that model rules can contradict; and 98% could not distinguish between emergent patterns and behaviors that directly resulted from model rules. Despite these misconceptions, compared to the “typical” questions about the science content alone, questions about model rules elicited deeper science thinking, with 2--10 times more responses including reasoning about scientific mechanisms. These results suggest that incorporating computational thinking instruction into middle school science courses might yield deeper learning and more precise assessments around scientific models.


2009 ◽  
Vol 19 (4) ◽  
pp. 813-817 ◽  
Author(s):  
Kathryn Karsh ◽  
Edward Bush ◽  
Janice Hinson ◽  
Pamela Blanchard

Encouraging students to become better stewards of the environment and to be more educated in science content knowledge is an important goal of today's educational leaders. Eight lessons were created to aid an established stewardship program (Coastal Roots) in introducing hands-on activities to middle school children in southern Louisiana. Students were tested on science content in the lessons using a pre-test, eight multiple choice quizzes (each focusing on a particular lesson), and a post-test. The “children's attitudes toward the environment scale” test was administered to evaluate environmental awareness changes in the treatment and control group students. Students who received the horticulture lessons improved their post-test scores by 11.4 points (P ≤ 0.05) in the first year and 25.07 points (P ≤ 0.0001) in the second year of the study. Significant increases in individual lessons were found both years. In the second year, students who received the lessons were more aware of their role in the environment than those who did not receive the additional lessons (P ≤ 0.01). The addition of horticulture lessons to the middle school curriculum enhanced student knowledge and stewardship of the environment.


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