Monthly Archives: March 2017

The Whole is Greater than the Sum of Its Parts – GLOBE and Virtual Field Trips

  • How can learning be distributed and accelerated with access to digital resources and specialized tools and what are several implications of learning of math and science just in time and on demand?

Digital resources and specialized tools expand the diversity of opportunities available to students and teachers.  Limitations such as financial resources, geographic location, and student circumstances can be at least somewhat addressed through digital options. The building of learning communities helps promote distributed learning. Magdalene Lampert (1990) explains that a participation structure has been defined by Florio, Erickson, and Shultz as “the allocation of interactional rights and obligations among participants in a social event; it represents the consensual expectations of the participants about what they are supposed to be doing together, their relative rights and duties in accomplishing tasks, and the range of behaviours appropriate in the event” (p. 34).  Her article is focused on the social and student-led creation and experience of learning mathematics.  Community and discourse is central to her approach. This process and hypothesis-testing approach to learning mathematics can also serve to accelerate learning by enabling students to truly understand the learning process and the content, thereby increasing the likelihood of effective application.

GLOBE is an impressive application of learning that is distributed through a community.  Scientists and experts offer training to teachers and support and opportunity to students, and students are able to provide raw data for scientific projects. According to Butler and Macgregor (2003), “Students and teachers benefit from the scientists not only as sources of knowledge and modelers of scientific reasoning but also an inspiration and role models for students who may choose to pursue careers in science and technology” (p. 18). Students participating in GLOBE projects have a real and authentic purpose for their work, which should increase engagement and thereby encourage efficient use of class time and deeper student learning both inside and outside of the classroom. They have a real opportunity to be a valuable part of the scientific process.  Additionally, there is an opportunity for classes from various locations to team up on a project, thereby enabling each group to learn from the others and to share their own learning.  A true community forms as students, educators, and researchers are each able to be teachers and learners.

As a rural teacher, virtual field trips and webcams stand out to be as an excellent opportunity to engage in visual and experiential learning despite challenges of location, time, or money.  Being able to watch animal behaviour on camera, explore an otherwise inaccessible location, and interact with experts enables students to develop understandings that would not otherwise be readily available.  I agree with the students in J. Spicer and J. Stratford’s study, however, who felt that the occurrence of real field trips and virtual field trips should not be mutually exclusive.  “[I]nstead of allowing VFTs to be thought of as alternatives to ‘real’ field trips perhaps it would be best to explore how a VFT might either enhance preparations for a real field trip and act as a revision tool after a field trip, both approaches potentially giving ‘value-added’ to the real field trip” (Spicer & Stratford, 2001, p.352).  From a business perspective, virtual field trips can be more cost effective; however, the experience is not the same.  Both virtual field trips and real field trips offer students valuable learning experiences, but these experiences could be best implemented in complement to one another, as opposed to in place of one another, wherever possible.

As a whole, student learning will be accelerated by experiences that enable them to make insightful connections, understanding the reasoning behind learning, and feel like they are part of something greater than themselves.  Distributed cognition in which different participants in learning have different strengths and understandings to offer helps to reinforce the value of community in learning.  An effective teacher will recognize and create opportunities for experts to be involved in lessons.  Each member of the learning community can improve the learning experience, and the larger the community is, the greater the power of the distributed knowledge.  The whole is stronger than the sum of its parts.  Learning math and science on demand and just in time simulates the scientific and mathematical research processes in which research is conducted in response to a need.  As students are able to learn in timely contexts, they can be better able to make connections between what they are learning and the applications and importance of it.  This can be a challenge, however, when a need arises and the community of support is not available or accessible.  In these situations, students must be confident that they can rely on their own understanding of the learning process and their previous knowledge to help them explore solutions.

Resources

Butler, D.M., & MacGregor, I.D. (2003). GLOBE: Science and education. Journal of Geoscience Education, 51(1), 9-20.

Lampert, M. (1990). When the problem is not the question and the solution is not the answer: Mathematical knowing and teaching. American educational research journal, 27(1), 29-63.

Spicer, J., & Stratford, J. (2001). Student perceptions of a virtual field trip to replace a real field trip. Journal of Computer Assisted Learning, 17, 345-354.

Knowledge Construction in STEM

Student engagement is an ongoing concern for most educators as disengaged students are passive, not actively engaged in constructing new knowledge. Students become engaged when the activity, not only captures their imagination, but also has relevance for them. Inquiry is one way of igniting the spark of interest in students which is essential to science learning.  Educationally effective programs are those in which products are not emphasized, inquiry is sparked, open-ended questions are generated, and students actively participate and appear involved (Gutwill and Allen). The ultimate engagement is to put the learner in charge of learning, and inquiry learning does just that.

However, the learning needs to be anchored to something that is relevant to the learner in order for new knowledge to be constructed and retained for future retrieval. GLOBE researchers have suggested that GLOBE is an example of anchored instruction, and although this appears to be the case in that it is conducted in a realistic setting to respond to a realistic inquiry, the students themselves are only collecting and submitting the data, not analyzing it, looking for trends, or making conclusions about the significance of the data they are collecting.  Penuel and Means (2004) note that “students are not just collecting data as part of an isolated laboratory experience but as contributors to actual scientific studies” (p. 296). I agree that the students are an integral part of the data collection but I disagree that the students are doing “real science investigations” (295) as they are not involved in using the data to discover its significance and do not take part in the actual scientific studies. Scientists use the student collected data in their own investigations (Penuel and Means, 296).

A key assumption is that students can collect scientifically useful data, however it must be collected in accordance with specific protocols and be reported consistently over time. (Penuel and Means, 296). This can be somewhat onerous for the students and some of the participants find submitting the data repetitive. Because the students are not involved with using the data, the relevance of the collection becomes remote, and the students lose interest because it becomes a chore, rather than an exciting inquiry into science.  Students in these schools are not getting the realistic picture of the nature of scientific investigation that the authentic data collection is intended to provide (Penuel and Means, 309).

The GLOBE program provides learning activities that can be implemented by the teacher at the same time as the students are doing the data collection. The GLOBE philosophy is one of providing resources but leaving the decisions concerning curriculum and pedagogy up to the teachers because the teacher’s choices are not threats to the program’s scientific and educational goals (Penuel and Means. 297). This means that the learning material is disconnected from the actual scientific inquiry. Students and teachers could use the learning materials and the subsequent data collection to pose their own questions, collect their own data, analyze it, and formulate explanations, but this would be outside of the inquiry being done by the GLOBE scientists. If this were the case, then the program would be anchored instruction, but as it stands now, it is just a small part of a larger scientific inquiry being completed outside of the program.

References

Butler, D.M., & MacGregor, I.D. (2003). GLOBE: Science and education. Journal of Geoscience Education, 51(1), 9-20.

Kountoupes, Dina L., Oberhauser, Karen S., Citizen science and youth audiences: Educational outcomes of the monarch larva monitoring project. Journal of Community Engagement and Scholarship, Vol 1, 1

Penuel, W.R., & Means, B. (2004). Implementation variation and fidelity in an inquiry science program: Analysis of GLOBE data reporting patterns. Journal of Research in Science Teaching, 41(3), 294-315.

Minecraft for Education

Minecraft for education is a program my students love to work with. They create their own worlds, and develop their characters. Many understand the basics of minecraft because they have played it at home or with others. The beauty of minecraft for education is that there are limits to what the students can do and you don’t need to worry about “battles” ensuing between members.

What I really like is that code.org and hour of code have a minecraft tutorial so they can learn their coding skills in a platform they already enjoy.

Catherine

Code.org

In much of the reading I have done in the MET program and in personal reading is how important it is for our students to learn how to code. Coding is important for so many reasons, including organized thinking, cause-effect relationships, understanding how things work. Researchers also believe that most of the careers our students will be entering into will require some coding.

One difficulty with this is how little many of our current teachers know about code. That is not meant as a negative statement rather we were just never exposed to it and we have never had to teach it or use it ourselves. Of course we are intimidated by the thought of teaching our students to code. Thankfully the people at code.org and hour of code have made this so much easier for us.

Any teacher of any grade level can get their students coding with this easy, free program. I have started to learn code along with my students. The beauty of it is I tell students to start where they are; many of course started at grade level and had no idea what they were doing. Slowly but surely they realized they needed to back up and take baby steps. Now most of them love to code and have advanced into other coding areas like raspberry pi and arduino.

Check out code.org and hour of code to learn more.

Catherine

Authentic Learning with Nature

Through the readings from this past week, I have explored a seemingly disjointed array of ideas. Following is a brief overview:

Carraher, Carraher and Schliemann (1985) present the effect of contextualized learning on mental math computation processes with street vendor children in Brazil; Falk and Storksdieck (2010) share results from their study on adult leisure science learning at the California Science Center in Los Angeles; Butler and MacGregor (2003) provide an in-depth explanatory overview of the GLOBE program designed to enable “authentic science learning, student-scientist partnership, and inquiry-based pedagogy into practice on an unprecedented scale” (p.17)! Although these three readings are diverse in study and purpose, one significant theme pronounced itself throughout: the theme of contextualized learning. Regardless of the age of learner, socio-economical position, or location on this great planet, contextualized learning offers authenticity of learning and effective growth in both content areas and competencies.

When considering authentic learning, I like to refer to Herrington and Kervin’s (2007) definition:

      The nine characteristics of authentic learning include:

  1.     Authentic context that reflects the way knowledge will be used in real life.
  2.     Authentic activities that reflect types of activities that are done in the real world over a sustained period of time.
  3.     Expert performance to observe tasks and access modelling.
  4.     Multiple Roles and Perspectives to provide an array of opinions and points of view.
  5.     Reflection to require students to reflect upon knowledge to help lead to solving problems, making predictions, hypothesizing and experimenting.
  6.     Collaboration to allow opportunities for students to work in pairs or in small groups.
  7.     Articulation to ensure that tasks are completed within a social context.
  8.     Coaching and Scaffolding by the teacher in the form of observing, modelling and providing resources, hints, reminders and feedback.
  9.     Integrated Authentic Assessment throughout learning experiences on a task that the student performs i.e. project rather than on separate task i.e. test.

     (Herrington & Kervin, 2007)

Although all of these characteristics of learning are not prominently practiced in the networked communities explored during this past week, many, if not all, can be emphasized through teacher design by incorporating a combination of non-technology based and network community activities.

The follow learning outline is designed using the network community called Journey North along with other on-going non-technology nature study activities. As an individual and an educator who advocates for regular nature study as a part of one’s life, the Journey North community peeked my interest as a very viable resource to integrate with already implemented nature study practices with students from grades K-4. I have chosen two projects at Journey North that could be easily implemented with my younger distance learning students. Following is a chart with resources and activities aligned with the authentic characteristics of learning as described by Herrington et al. (2007).





Butler, D.M., & MacGregor, I.D. (2003). GLOBE: Science and education. Journal of Geoscience Education, 51(1), 9-20.
Carraher, T. N., Carraher, D. W., & Schliemann, A. D. (1985). Mathematics in the streets and in schools. British journal of developmental psychology, 3(1), 21-29.
Falk, J. & Storksdieck, M. (2010). Science learning in a leisure setting. Journal of Research in Science Teaching, 47(2), 194-212.
Herrington, J. & Kervin, L. (2007). Authentic Learning Supported by Technology: Ten suggestions and cases of integration in classrooms.  Educational Media International, 44 (3), 219-236. doi: 10.1080/09523980701491666

Smithsonian National Museum of Natural History

The Smithsonian National Museum of Natural History offers self-guided virtual tours (NMNH Virtual Tours) that take the viewer through various exhibits (both past and present) within the museum. The tours are accessible both through a desktop computer or mobile device. I enjoyed the tours for the visual experience and engagement that they provided. Users are able to travel from room to room, look around the room in 360 degrees, read information boards (generally, although some were too small to read, which is a downside), and zoom in on points of interest.

Through the use of this website, students would be introduced to artifacts and species of animal that they would not have been exposed to otherwise, except through an image in a book or online source. Students are also visually exposed to a large range of related artifacts, animals, and so on, that would otherwise have taken much longer to view (i.e., using a book or even a website with only single images) and that perhaps would not have been grouped together in quite this way if using a different source. In this case, users are given the opportunity to explore a variety of different, and yet connected, species, artifacts, and exhibits, which can be discussed collaboratively during the viewing (i.e., partners or groups of three share a computer/virtual experience), and then collectively discussed as a whole class, allowing for students to have a basis for discussion (due to their own virtual experience and small group discussions) before discussing as a larger group. With a virtual tour like this one, there are opportunities for teachers to provide and challenge students with pre- and post-tour questions or concepts that can be kept in mind while viewing, or used to reflect back on experiences already had in the tour.

Just in case the link embedded above does not work for you, here is the link to the NMNH Virtual Tours: http://naturalhistory.si.edu/VT3/index.html

Minority Report Card

What a mind bender!  My preconceptions about where these readings would go were blown out of the water.  I expected a lesson on VR/AR/haptics would be a tech facing exercise.  Far from this, embodied learning is more like a philosophical treatise on identity and environment.  What a revelation it is to think of environment and individual as a single body, evolving constantly, rather than separate, interacting entities (Winn, 2003)!

Because of the heavily theoretical content of the Winn (2003) article, I wanted to choose an article from the list that incorporated both the theory and practice of embodied learning.  Alibali & Nathan fit the bill by taking some of the theory of embodied learning and pointing it specifically to gestures.  Finally, my article of choice is more specifically practical, looking at the effects of AR on math learning in higher education, and giving a good balance to my readings for the lesson.

I was interested with how Winn (2003) laid out a framework for embodied learning.  The part that resonated most with me was the concept of ‘Umwelt’ – the environment as it is uniquely perceived by each individual.  In particular, the point about the challenges of teaching students with idiosyncratic Umwelten that change in unpredictable ways connected deeply with my experiences as a middle school classroom teacher.  In addition, the idea of finding ways to ‘couple’ students to their environment (artificial or otherwise) was intriguing to me, and meshed with the Coimbra et al (2015) article about using augmented reality in math education.  Seymour Papert once described an ‘artificial environment’ where math learning happens as organically and seamlessly and language learning – he called it ‘Mathland’.  From reading these articles on embodied learning, AR/VR seem like a glimpse into this mythic realm, if not a full gateway.  Coimbra et al (2015) found that higher education students reported AR math problems to be more perceptible than other ways of teaching.

Combine this with the pointing, representational, and metaphoric gestures studied by Alibali & Nathan (2012;2011), and we have the makings of our classrooms turning into remakes of the Steven Spielberg film Minority Report.  With the confluence of these ideas, I imagine AR/VR could both couple student with a ‘Mathland’-like artificial environment, and allow the meaning-making gestures that the student and teacher make could manifest themselves into visual representations in real time.

Questions:

What is the baseline of common ground that must be found between individual Umwelten to make communication and mutual understanding possible?

Much was made of the efforts needed and strategies possible to couple students to artificial environments.  With student life increasingly being spent online or in other artificial environments, what strategies are needed to ensure children (and adults) are coupled with the physical world?

 

References

Alibali, M. W., & Nathan, M. J. (2012;2011;). Embodiment in mathematics teaching and learning: Evidence from learners’ and teachers’ gestures. Journal of the Learning Sciences, 21(2), 247-40. doi:10.1080/10508406.2011.611446

Coimbra, M. T., Cardoso, T., & Mateus, A. (2015). Augmented reality: An enhancer for higher education students in math’s learning? Procedia Computer Science, 67, 332-339. doi:10.1016/j.procs.2015.09.277

Winn, W. (2003). Learning in artificial environments: Embodiment, embeddedness, and dynamic

adaptation. Technology, Instruction, Cognition and Learning, 1(1), 87-114. Full-text document retrieved on January 17, 2013, from: http://www.hitl.washington.edu/people/tfurness/courses/inde543/READINGS-03/WINN/winnpaper2.pdf

Authentic Knowledge

“…learners of science have everyday representations of the phenomena that science explains. These representations are constructed, communicated, and validated within everyday culture. They evolve as individuals live within a culture” (Driver, et al., 1994, p. 11).

I am from a small community of approximately 6,000 people in northwestern British Columbia. While we have a small museum/art gallery (half of the ground floor of the building is the museum, the other half is the art gallery), we do not have many resources as far as math and science field trips go. We do have a fish hatchery, as well as mineral exploration sites, past mines, forests, and so on relatively nearby, but we are limited as far as more diverse hands-on experiences outside the classroom go. While I agree that students construct knowledge through immersion in their surrounding environments and cultures, I also know that if I simply left it at that, many of my students would not be provided with the opportunities needed to extend their thinking and to continue to develop a sense of inquiry as they got older. Because of this, I am finding virtual learning environments for science and math increasingly important the more I learn about previously inaccessible opportunities and options now available.

As Driver et al. (1994) point out, “the symbolic world of science is now populated with entities such as atoms, electrons, ions, fields and fluxes, genes and chromosomes; it is organized by ideas such as evolution and encompasses procedures of measurement and experiment. These ontological entities, organizing concepts, and associated epistemology and practices of science are unlikely to be discovered by individuals through their own observations of the natural world. Scientific knowledge as public knowledge is constructed and communicated through the culture and social institutions of science” (p. 6). Classrooms by nature have the potential to support this “culture and social institutions of science.” Students actively engage with peers, both socially and collaboratively, sharing perspectives and knowledge, generating ideas, and developing questions and hypotheses; “knowledge is not transmitted directly from one knower to another, but is actively built up by the learner…” (Driver, et al., 1994, p. 5). However, at the same time, Yoon et al., (2012) point out that, “as noted in the NRC (2009) report and elsewhere (Squire and Patterson 2009; Honey and Hilton 2011), learning in informal spaces is fluid, sporadic, social, and participant driven — characteristics that contrast with the highly structured formal classroom experience” (p. 521). While the “structured formal classroom experience” is changing, virtual environments, or environments that integrate digital technology to create an inquiry-based classroom, continue to create a much different classroom experience for learners. Sherry Hsi (2008) argues that it is through this “…direct experience and manipulation with virtual objects” that informal learners are given the opportunity to build “their intuitions about basic scientific phenomena” (p. 892). In this way, Hsi points out, information technologies have “transformed…informal learning institutions” through the creation of “…freely available educational resources accessible over computer networks and the Web to create extended learning opportunities outside of formal schooling” (p. 891), as well as providing opportunities for educators to use pre- or post-visit activities with their classes, and to access virtual explorations for remote learners via the internet.

The next question is how to effectively integrate digital technologies and virtual environments into existing curriculums. Yoon et al., (2012) conducted a study at “a premiere science museum in a large urban city in northeast USA using augmented reality visualization technologies” (p. 520). Their study focused on electrical conductivity and circuits, and research was conducted on four groups using digital technology and increasing levels of scaffolding to support learning. The traditional “hands-on” group was presented with two metal spheres; one connected to a battery by a wire and the other connected to a light bulb. When a student grabbed the spheres, the circuit was completed and the light bulb lit up. The second group was presented with the same scenario, but this time, the addition of digital technology allowed for a visual representation as well, as the completion of the circuit triggered a projection of the animated flow of electricity onto the student’s hands, arms, and shoulders. Groups three and four also had the digitally enhanced experience, along with varying levels of additional scaffolding to support learning. Yoon et al.’s research concluded “that the digital augmentation, in and of itself, is an effective scaffold” (p. 531); however, the results of their study also found “…increased cognitive abilities in terms of theorizing about the phenomenon from students in Condition 4, suggesting that scaffolds might be necessary to reach more advanced learning” (p. 538). True learning should represent a balance. As Driver et al. (1994) point out, “If students are to adopt scientific ways of knowing, then intervention and negotiation with an authority, usually the teacher, is essential” (p. 11). Driver et al. offer that the teacher must introduce new ideas or cultural tools, provide support/guidance as needed, allow students to make sense of the ideas/tools themselves, and then assess students’ understanding to inform further action. Yoon et al. noted that “When asked what they thought was the most and least helpful scaffold, 100% of the students identified collaborating in a group as most helpful. The least helpful scaffolds were identified as the knowledge prompts (57%) and the directions (37%)” (p. 532).

When exploring various learning environments and communities this week, I was struck by the incredibly amount of information as well as opportunities that are now available. The Exploratorium (https://www.exploratorium.edu/) in San Francisco, California, offers an incredible number of websites (i.e., “Time-lapse Weather Watching,” “Total Solar Eclipse Turkey 2006”), videos (webcasts, video clips, podcasts, and slideshows), blogs, and so on, to support learning in both science and mathematics. By incorporating some of these resources into science lessons, teachers have the opportunity to expose students to information they would likely not be exposed to otherwise, as well as to engage learners, and allow for new and potentially powerful collaborative discussions. A second learning environment that I explored this week (although it was not listed in Lesson 2) was Google Expeditions. I had never used Google Expeditions before, but found it while looking for resources to share on our forum. While I have not yet used this with a whole class (due to trying to figure out how to find that many cell phones, as well as how to make enough cardboard viewers) my initial experiences with it have been pretty neat! There are an incredible number of science-based expeditions that teachers “guide” while students “explore.” The “guide” setting provides teachers with leveled questions as well as important information on locations, species, artifacts, etc. viewed by the students. While this resource does require that each student has a phone and a viewer (which can be made, but does take some time for the first one), it really does provide a virtual experience for the student as the ultimate effect is being right in the scene provided on the screen. Students I have experimented with have been incredibly excited and engaged, asking many questions about what they saw and learned. While I find that many students in my classroom do not really know where to even start asking questions because many of the topics we discuss are outside their realm of experience, Google Expeditions allows for students to have an “experience” to base their questions on.

I was thinking about a comment that I commonly hear today about our learners, that learners today just do not understand concepts as well as learners did in the past. One colleague commented that in the past “we strove for excellence, while today we’re just hoping for some effort.” While there are perhaps elements of truth built into this statement, given the new understandings I have gained from this course, I would question whether students in the past really had a greater understanding of concepts, or if we just assumed they had a greater understanding, without understanding ourselves just how strong a hold misconceptions actually had.

References:

Driver, R., Asoko, H., Leach, J., Scott, P., & Mortimer, E. (1994). Constructing scientific knowledge in the classroom. Educational Researcher, 23(7), 5-12.

Hsi, S. (2008). Information technologies for informal learning in museums and out-of-school settings. International Handbook of Information Technology in Primary and Secondary Education, 20(9), 891-899.

Yoon, S. A., Elinich, K., Wang, J., Steinmeier, C., & Tucker, S. (2012). Using augmented reality and knowledge-building scaffolds to improve learning in a science museum. International Journal of Computer-Supported Collaborative Learning, 7(4), 519-541.

The Science Museum, South Kensington London

Similar to the Exploratorium, the Science Museum website (http://www.sciencemuseum.org.uk/online_science) offers a variety of off-site resources.  These include a collection archive to view museum collections, a small selection of online games and apps, a blog, a science news section and a ‘Discover’ sections that a detailed look at the body, the climate, and the history of medicine.

 

 

 

Science Learning in Informal Environments

Scientific knowledge is acquired through both personal and social methods (Driver, Asoko, Leach, Scott, & Mortimer, 1994). The social aspect of science is based on construction, validation and communication through the scientific community. As a result, the act of learning science requires individuals to be guided or initiated through these established concepts and practices. Ultimately, the science educator fulfills this role of mediator who makes “personal sense of the ways in which knowledge claims are generated and validated.”

On an individual or personal level, scientific knowledge exists as cognitive schemes change and develop due to new experiences. Intellectual development occurs when an individual interacts with the physical environment and existing schemes are adapted and modified into new ones with these new experiences. While social interactions play a role in learning and development, learning and meaning can only occur on an individual level through the conceptual change of old schemes as a result of experience.

In the classroom environment, students are able to reflect on their own and their peers’ thoughts “in attempting to understand and interpret phenomena for themselves.” The role of the educator is two-fold: to provide novel experiences and promote reflection. These experiences include both physical experiences as well as access to scientific concepts and models that students might not yet be aware.

One avenue for educators to provide additional experience beyond the classroom is out-of-school settings like The Exploratorium in San Francisco, California. This and other informal learning environments provide opportunities for lifelong and everyday learning. Hsi (2008) states that information technology (IT) through these environments is transforming the ways in which informal learners are able to “support their curiosity and interests.” Learners are able to access and accentuate their learning through IT “before, during and after their visits.” Further, remote learners are also able to access “standalone virtual explorations” through the Web. The Exploratorium website (https://www.exploratorium.edu) offers a variety of activities, apps, blogs, videos and other websites to explore. Specifically, a learner interested in solar eclipses could, for instance, use the app on the website to further their own understanding of the concept. This way of learning allows students to experience content material from a different perspective and thus, an alternative to the traditional pedagogy teaching.

Falk and Storksdieck (2010) state that learning for performance and learning for identity-building were inversely related. They argue that learning for performance is typical of school environments however, learning can also be “motivated for purely intrinsic reasons” and have “everything to do with the process of identity-related self-satisfaction. Informal learning environments, such as the Exploratorium, afford opportunities for both learning for performance and learning for identity-building. As educators, while learning for performance is typically a primary focus, learning for identity-building should not be neglected. How do we further encourage identity-building in or out of classrooms?

References

Driver, R., Asoko, H., Leach, J., Scott, P., & Mortimer, E. (1994). Constructing scientific knowledge in the classroom. Educational researcher, 23(7), 5-12.

Falk, J. & Storksdieck, M. (2010). Science learning in a leisure setting. Journal of Research in Science Teaching, 47(2), 194-212. Available in Course Readings.

Hsi, S. (2008). Information technologies for informal learning in museums and out-of-school settings. International handbook of information technology in primary and secondary education, 20(9), 891-899.