scholarly journals It’s All About the Weather!  An Activity- and Project-based Atmospheric Science Course for High School Students.

2021 ◽  
Author(s):  
Eric Walters

<p>Activity-based learning “encourages students to actively participate in their own learning experiences through practical activities such as problem solving and independent investigation.  This teaching method encourages students to be independently inquisitive, to think critically and to work collaboratively.”  Project-based learning is a teaching method in which students gain knowledge and skills by responding to authentic, engaging, and complex questions, problems, and challenges.  In both pedagogical scenarios, students “become scientists” with their own questions, data, and results while becoming active participants in the scientific community.</p><p> </p><p>Students (and teachers) are able to access a wealth of real-time and climatological data available to students, along with a variety of data collection and analysis tools.  A high school atmospheric science course can be effectively transformed into an activity- and project-based course that leverages these data and tools to address essential questions and enduring understandings by thoughtfully connecting learning objectives and learning outcomes.</p><p> </p><p>This paper will provide an overview of Atmospheric Science, a Grade 12 science elective taken by students at Marymount School of New York, which has been offered since 2004 and has evolved as access to data and new technologies has evolved.  Students engage in a variety of learning experiences that require them locate and verify appropriate data sources; collect and analyze real-time weather data; and then consider the best way to represent that data through multi-modal approaches.  Learning activities such as the Neighborhood Air Pollution Data Lab and the Advanced Climate Model Activity help students build agency in key atmospheric science concepts and principles. Projects such as the Weekend Weather Forecast; the Google Earth Drought Project; and the Climate Change Podcast help students extend their knowledge as well as share their work with the global community.  Samples of student work will be shared and strategies for planning and assessment will be discussed.</p>

2020 ◽  
Author(s):  
Nader Ale Ebrahim ◽  
Mohd Ali Samsudin ◽  
Seyedh Mahboobeh Jamali ◽  
Ahmad Nurulazam Md Zain

Science, Technology, Engineering and Mathematics (STEM) Project-Based Learning (PjBL) is increase effectiveness, create meaningful learning and influence student attitudes in future career pursuit. There are several studies in the literature reporting different aspects of STEM into a PjBL pedagogy. However, the effect of implementing STEM PjBL in terms of improving students’ skills in self-efficacy levels in physics mechanics at high school level has not been demonstrated as expected in the previous literature. This study followed a quasi-experimental research method. Bandura’s social cognitive theory is used to assess and compare the effect of STEM PjBL with conventional teaching method on students’ self-efficacy level in learning physics among over 100 high school students. The result illustrated that STEM PjBL improve students’ self-efficacy to solve physics problem. Also, the study proposes a guideline for future research.


2017 ◽  
Vol 5 (4) ◽  
pp. 54 ◽  
Author(s):  
Lisa Dierker ◽  
Nadia Ward ◽  
Jalen Alexander ◽  
Emmanuel Donate

Background: Upward trends in data-oriented careers threaten to further increase the underrepresentation of both females and individuals from racial minority groups in programs focused on data analysis and applied statistics. To begin to develop the necessary skills for a data-oriented career, project-based learning seems the most promising given its focus on real-world activities that are aimed at engaging student interest and enthusiasm. Method: Using pre and post survey data, the present study examines student background characteristics, learning experiences and course outcomes for a cohort of 33 rising high school seniors involved in a two-week, accelerated version of a project-based data analysis and applied statistics curriculum. Results: On average, students rated the experience as rewarding and the vast majority (78.1%) felt that they had accomplished more than they had expected. Based on responses to both the pre and post course surveys, roughly half of the students reported increases in confidence in applied skills (i.e. developing a research question, managing data, choosing the correct statistical test, effectively presenting research results, and conducting a statistical analysis of data), while more than 80% reported increased confidence in writing code to run statistical analyses. Fully 84.4% of students reported interest in one or more follow-up courses with interest in computer programming being endorsed by the largest number of students (53.1%). Conclusions: These findings support previous research showing that real-world, project-based experiences afford the best hope for achieving the kind of analytic and statistical literacy necessary for meaningful engagement in research, problem solving and professional development.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Michael S. Rugh ◽  
Donald J. Beyette ◽  
Mary Margaret Capraro ◽  
Robert M. Capraro

Purpose The purpose of this study is to examine a week-long science, technology, engineering and mathematics (STEM) project-based learning (PBL) activity that integrates a new educational technology and the engineering design process to teach middle and high school students the concepts involved in rotational physics. The technology and teaching method described in this paper can be applied to a wide variety of STEM content areas. Design/methodology/approach As an educational technology, the dynamic and interactive mathematical expressions (DIME) map system automatically generates an interactive, connected concept map of mathematically based concepts extracted from a portable document format textbook chapter. Over five days, students used DIME maps to engage in meaningful self-guided learning within the engineering design process and STEM PBL. Findings Using DIME maps within a STEM PBL activity, students explored the physics behind spinning objects, proposed multiple creative designs and built a variety of spinners to meet specified criteria and constraints. Practical implications STEM teachers can use DIME maps and STEM PBL to support their students in making connections between what they learn in the classroom and real-world scenarios. Social implications For any classroom with computers, tablets or phones and an internet connection, DIME maps are an accessible educational technology that provides an alternative representation of knowledge for learners who are underserved by traditional methods of instruction. Originality/value For STEM teachers and education researchers, the activity described in this paper uses advances in technology (DIME maps and slow-motion video capture on cell phones) and pedagogy (STEM PBL and the engineering design process) to enable students to engage in meaningful learning.


2016 ◽  
Vol 3 (1) ◽  
pp. 165
Author(s):  
Azam Safari ◽  
Zahra Hosseini

The present study with the aim to investigate the effect of training by using of electronic content and workshop method on math learning of high school students of eighteen region of Tehran has been done. The research method was applied and quasi-experimental with pretest-posttest design and control group. The study population included all girl students studying at second year of high school in public schools of eighteen region of Tehran in the 94-95 school year that by using of sampling method three classes were selected. The first experimental group with electronic content and the second experimental group by using of workshop method were trained that with the control group, who were trained in the traditional way, were compared. To determine the effect of work of education on math learning in the three groups, the analysis of covariance and ANOVA were used. The results showed that math scores in the two experimental groups were higher than the control group. Also, comparing the post test scores of math learning in the two experimental groups showed that the training by using of workshop method more than training with electronic content has effect on math learning.


2020 ◽  
Vol 9 (S1-Dec2020) ◽  
pp. 30-33
Author(s):  
Sindhu Thamban

The Jigsaw II, one form of Cooperative learning techniques is an efficient strategy to use in a language classroom. The basic activities include 1) Reading with team members 2) Expert group discussion 3) Team members report 4) Test 5) Team recognition. The jigsaw II strategy is easyto implement and works well with a wide range of students.Previous researches related to Jigsaw II shows that it is more powerful and effective and appropriate in situations where learning is from text based materials. Reviews related to the strategy shows that no researches have been carried out to develop the reading comprehension of the high school students, particularly in the Indian context. Hence through this paper an attempt has been made by the researcher to check the effectiveness of Jigsaw II in developing the reading comprehension of High school students.The study statistically revealed that there is significant difference in the reading comprehension achievement of the students who were taught by using the traditional method and to those taught by using the Jigsaw II strategy. In accordance with the qualitative and quantitative findings attained it was found that Jigsaw II was found to be more effective than the traditional teaching method in developing the reading comprehension of high school students.


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


2021 ◽  
Vol 7 (11) ◽  
pp. 336-342

The article discusses the development of the learning process in the new information society, the importance of using new technologies, their application in the learning process. It also emphasizes the importance of inculcating teachers’ knowledge and skills in the formation of the worldview of high school students using ICT tools, and notes that the application of new technologies in the learning process is an important feature of the modern learning process.


2020 ◽  
pp. 75-77
Author(s):  
Iuliia Nikolaevna Puchnina

In this article, the problem of declining reader interest among high school students is considered. A way of solving this problem is proposed: increasing high school students' interest in reading by using modern technologies. The research methods used in this paper include theoretical (analysis of scientific, non-fiction and fiction literature, followed by analysis and synthesis of obtained data), as well as empirical (a survey in order to determine the reading activity of students, comparison and analysis of obtained data, systematization and statistical processing of research materials) methods. The author has examined several modern information and communication resources, of which those most suitable for the purpose of this study have been selected: an online survey, a poster, a book trailer and an Internet forum. The results of this study demonstrated a positive dynamic in 10th grade students' reader interest, thus confirming the hypothesis.


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