Other

Illustrations with Graphic Devices in Large-Scale Science Assessments: An Exploratory Cross-Cultural Study of Students’ Interpretations

In this exploratory, cross-cultural study, we examined students’ interpretations of graphic devise-based illustrations used in science tests. Graphic devices are visual components (e.g., arrows, dotted lines) intended to ensure proper understanding of the scientific processes or phenomena represented by the illustrations. We address cultural differences in terms of the interaction of two factors, students’ country of origin and items’ country of origin.

Author/Presenter

Wang, Chao

Solano-Flores, Guillermo

Year
2011

Highlights from Dissemination in STEM Education R&D: Perspectives on Knowledge Use

Highlights from

Author/Presenter

Brenda J. Turnbull

Year
2009
Short Description

DRK–12 projects at all stages, from early design work through completion, can benefit from an awareness and understanding of the challenges of knowledge use, so that what is designed can be suitably adapted and scaled.

Growth of Empowerment in Career Science Teachers - Project Instrument Development (Hobbs, Moreland)

Author/Presenter

Mary Hobbs

Amy Moreland

Year
2009
Short Description

The session summarizes the results of research identifying pivotal experiences of career science teachers and suggests implications and applications for professional development delivery.

Fostering Knowledge Use in STEM Education: A Brief on R&D Partnerships with Districts and Schools

Produced by a CADRE work group of NSF-supported researchers and developers, this practice brief makes a case for substantive partnerships between STEM education R&D projects and districts and schools.  Despite leading a wide variety o

Author/Presenter

Barnes, David

Benenson, Gary

Heuer, Loretta

Hobbs, Mary

King, Karen

Kinzer, Cathy

Recker, Mimi

Riley, Derek

Schifter, Catherine

Turnbull, Brenda

Wiburg, Karin

Year
2010
Short Description

This practice brief makes a case for substantive partnerships between STEM education R&D projects and districts and schools.

Examining Problem Solving Strategies on Multiple-choice Science Items Among English Language Learners Through Cognitive Interviews

This paper introduces a coding system used to compare the ways English language learners (ELLs) and mainstream students make sense of multiple-choice science items administered in English. Thirty-nine native Spanish-speaking ELLs and thirty-nine monolingual, mainstream students participated in cognitive interviews in which they were asked to report their thinking during and after responding to science items. The coding system was developed based on the analysis of the transcriptions invoking theories of bilingualism, sociolinguistics, and reading comprehension.

Author/Presenter

Prosser, Rachel

Solano-Flores, Guillermo

Year
2011

Educational Game Design Model at NMSU Learning Games Lab (Part of the Gaming to Learn Panel at 2010 K12 PI Meeting)

Author/Presenter

Barbara Chamberlin

Year
2010
Short Description

Barbara Chamberlin, with the NMSU Learning Games Lab, shares the Educational Game Design model developed at NMSU. The educational development studio involves content experts and game developers in their game design process, also employing a rigorous user testing process throughout development. In this presentation, she explains the pre-development work they do in working from broad educational objectives, forming team, immersing team members in both the content and game design, and guiding questions for refining educational objectives and driving game development.

Educational Game Design Model at NMSU Learning Games Lab (Part of the Gaming to Learn Panel at 2010 K12 PI Meeting)

Author/Presenter

Barbara Chamberlin

Year
2010
Short Description

Barbara Chamberlin, with the NMSU Learning Games Lab, shares the Educational Game Design model developed at NMSU. The educational development studio involves content experts and game developers in their game design process, also employing a rigorous user testing process throughout development. In this presentation, she explains the pre-development work they do in working from broad educational objectives, forming team, immersing team members in both the content and game design, and guiding questions for refining educational objectives and driving game development.