49 resultados para Natural sciences and mathematics

em Deakin Research Online - Australia


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There is growing concern about falling levels of student engagement with school science, as evidenced by studies of student attitudes, and decreasing participation at the post compulsory level. One major response to this, the Australian School Innovation in Science, Technology and Mathematics (ASISTM) initiative, involves partnerships between schools and community and industry organisations in developing curriculum projects at the local level. This project fulfils many of the conditions advocated to engage students in learning in the sciences. ASISTM is underpinned by the notion of innovation. This paper describes the findings of case study research in which 16 ASISTM projects were selected as innovation exemplars. A definition of innovation and an innovation framework were developed, through which the case studies were analysed to make sense of the significance of the ideas and practices, participating actors, and outcomes of the projects. Through this analysis we argue that innovation is a powerful idea for framing curriculum development in the sciences at the local level that is generative for students and teachers, and that these ASISTM projects provide valuable models for engaging students, and for teacher professional learning.

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 Across the world STEM (learning and work in Science, Technology, Engineering and Mathematics) has taken central importance in education and the economy in a way that few other disciplines have. STEM competence has become seen as key to higher productivity, technological adaptation and research-based innovation. No area of educational provision has a greater current importance than the STEM disciplines yet there is a surprising dearth of comprehensive and world-wide information about STEM policy, participation, programs and practice.

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This article provides step by step instructions to create recognisable melodies using Microworlds melody program. It describes how the program works to create the notes. Through the writing of a program the user can recreate a familiar melody. The program allows the user to include different instruments and rests in the music, as well as the inclusion of a melody gadget which allows the user to hear notes without the programming.

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The author looks at the effects of replaying a sequence of sounds or musical notes in reverse temporal order. He presents some programming ideas which illustrate how to use MicroWorlds and Logo programming to play a tune forwards, backwards and even upside down.

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The author provides ways to explore and use MicroWorlds to enhance mathematics teaching and learning. The procedures given randomly choose a shape from the specified list, draw the shape and require the user to type the name of the shape.

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