An Education & Outreach Project of Infinite Spectrum Productions

By KellyAnn Bonnell, MAImage

Whether you’re The Doctor, living the rock star life on the edge forefront of Time Lord Physicists or you are the Jane Goodall of the Fae, introducing the world to the wonders of faerie society, your scientific journal is a crucial part of documenting your research. It is also the single most important component of an entry to any scientific exposition.  As Dr. Joanne Rebbeck shared in her article, What Makes a Great Science Lab Notebook for ScienceBuddies.com, “It is a detailed account of every phase of your project, from the initial brainstorming to the final research report. The lab notebook is proof that certain activities occurred at specific times”.

So what makes a great scientific journal for the turn of the century scientific exposition documenting real and pseudo science? 

Well first remember that while you need to label your journal it needs to be anonymous for judging. It should be sturdy enough to weather your investigations and period enough that it wouldn’t stand out at a turn of the century scientific exhibition. Don’t forget to leave a few blank pages so you can put a table of contents in the front if necessary.

Every good journal dates its entries.Your notes should be brief and concise. You should include your thoughts, hypothesis, your testing methods, your failures, your successes. It is not a novel with full sentences. It will include notes, diagrams, supply lists and observations. Your notes should document all phases of your research. If you have loose papers, make sure they are securely attached to the pages of your journal. Include your cash register receipts, photographs, etc.

 

By KellyAnn Bonnell, MAImage

Whether you’re The Doctor, living the rock star life on the edge forefront of Time Lord Physicists or you are the Jane Goodall of the Fae, introducing the world to the wonders of faerie society, your scientific journal is a crucial part of documenting your research. It is also the single most important component of an entry to any scientific exposition.  As Dr. Joanne Rebbeck shared in her article, What Makes a Great Science Lab Notebook for ScienceBuddies.com, “It is a detailed account of every phase of your project, from the initial brainstorming to the final research report. The lab notebook is proof that certain activities occurred at specific times”.

So what makes a great scientific journal for the turn of the century scientific exposition documenting real and pseudo science? 

Well first remember that while you need to label your journal it needs to be anonymous for judging. It should be sturdy enough to weather your investigations and period enough that it wouldn’t stand out at a turn of the century scientific exhibition. Don’t forget to leave a few blank pages so you can put a table of contents in the front if necessary.

Every good journal dates its entries.Your notes should be brief and concise. You should include your thoughts, hypothesis, your testing methods, your failures, your successes. It is not a novel with full sentences. It will include notes, diagrams, supply lists and observations. Your notes should document all phases of your research. If you have loose papers, make sure they are securely attached to the pages of your journal. Include your cash register receipts, photographs, etc.

 

It’s taken us several years of exploration into the phenomena of Steampunk to figure out its place in classroom instruction. We have opted not to go the traditional route via literature and rather to embrace the science and pseudoscience of a bygone era to help today’s students gain the foundations of scientific method from a different perspective. I’m proud of the work the Pop Goes the Classroom team has done to create what we are calling the Steampunk Scientific Exhibition.  

Over the next weeks, we’ll be talking about how we envision different aspects of the experience to support community knowledge of scientific inquiry and method. 

Pastiche

by KellyAnn Bonnell, MA

According to the Merriam-Webster Dictionary a Pastiche is : a literary, artistic, musical, or architectural work that imitates the style of previous work; also : such stylistic imitation. This could be a fan driven creation or it could be an intentional parody created by a professional. We used the pastiche tales as a cross curricular activity in English in our Sherlock Holmes Media Guide

Exposing your students to pastiche is an excellent way to foster critical thinking skills. Staying on the Sherlock Holmes theme, look at the BBC contemporary retelling of the tales in their new series Sherlock vs. the CBS pastiche Elementary 

What are student thoughts on the original tales vs these new tales?

Edurealms

Not much to say other than this site is really cool!

 

Edurealms is another awesome resource you HAVE to check out!

 

The Education Arcade

We recently discovered The Education Arcade and thought it was a resource you might enjoy. Here is what their about page has to say:

The Education Arcade explores games that promote learning through authentic and engaging play. TEA’s research and development projects focus both on the learning that naturally occurs in popular commercial games, and on the design of games that more vigorously address the educational needs of players. Our mission is to demonstrate the social, cultural, and educational potentials of videogames by initiating new game development projects, coordinating interdisciplinary research efforts, and informing public conversations about the broader and sometimes unexpected uses of this emerging art form in education.

Education Arcade projects have touched on mathematics, science, history, literacy, and language learning, and have been tailored to a wide range of ages. They have been designed for personal computers, handheld devices and on-line delivery.

Background

The Education Arcade was established by leading scholars of digital games and education. Researchers at MIT explored key issues in the use of a wide variety of media in teaching and learning through the Games-to-Teach Project, a Microsoft-funded initiative with MIT Comparative Media Studies that ran between 2001 and 2003. The project resulted in a suite of conceptual frameworks designed to support learning across math, science, engineering, and humanities curricula. Working with top game designers from industry and with faculty across MIT’s five schools, researchers produced 15 game concepts with supporting pedagogy that showed how advanced math, science and humanities content could be uniquely blended with state-of-the-art game play.

Future Focus

Having sponsored several annual conferences with the Entertainment Software Association at its E3Expo in Los Angeles and having now completed a series of landmark research projects in the field, the Education Arcade looks ahead to help drive new innovations by partnering with educational publishers, media companies, and game developers. Several challenges have severely limited broader development and availability of educational games in the market, including the collapse of the CD-ROM software market, the failure of educational media in retail spaces, strict state adoption requirements, expensive production costs, and limited collaboration across the variety of disciplines needed to create compelling and educationally viable interactive media. By working with partners in a variety of media, the Education Arcade aims to help overcome these formidable challenges by focusing on an initial set of strategically targeted, educationally proven, and expertly developed and produced on-line computer games that will be distributed through desktop computers and mobile devices.

 

by KellyAnn Bonnell, MA

In June, the Harvard Business Review published an article All Hail the Generalist, challenging the value of the specialist in our integrated world.

          A collection of specialists creates a less flexible labor force, one that requires “retraining” with       technological developments creating constantly shifting human resource needs. In this regard, the recent emphasis in American education on “job-specific” skills is disturbing. Within a company, employees skilled in numerous functions are more valuable as management can dynamically adjust their roles. Many forward-looking companies are specifically mandating multi-functional experience as a requirement for career progress.

Since our role as educators is to prepare our students to enter the future workforce, it becomes important for us to understand the implications this has on our instructional approach. If the employers of tomorrow want flexible thinkers, the educators of today need to provide instruction that supports such flexibility. We’ve been talking about integrated instruction for many years. It’s time we picked up the pace and upheld our part of the workforce development bargain. 

I’m not saying we need to sacrifice depth for breadth in this conversation. What I’m saying is that we need deepen content knowledge by broadening the contexts in which such content is experienced. That’s why the League of Extraordinary Academics believes so ardently in the importance of STEAM education. It allows us to integrate sciences and arts. There is a place for language arts in math. Science in visual art. Technology in the humanities. 

Recently I ran across a Power Point presentation that does an excellent job of explaining the importance of STEAM Integration. You can look at it here.

WHY STEAM

Thanks to the people at http://www.steamedu.com for putting it together.

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