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resource research Public Programs
The article draws on the case study of the European In-service training course ‘School and Science Museum: Cooperation for Improving Teaching, Learning and Discovering’ aiming to offer insights into the training of educators in museums. It discusses training and contributes suggestions in the context of the contemporary museum context as well as approaches to visitors' learning.
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TEAM MEMBERS: MARIA XANTHOUDAKI
resource research Media and Technology
Computer Science (CS) education at the middle school level using educational games has seen recent growth and shown promising results. Typically these games teach the craft of programming and not the perspectives required for computational thinking, such as abstraction and algorithm design, characteristic of a CS curriculum. This research presents a game designed to teach computational thinking via the problem of minimum spanning trees to middle school students, a set of evaluation instruments, and the results of an experimental pilot study. Results show a moderate increase in minimum spanning
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TEAM MEMBERS: Britton Horn Hilery Chao Christopher Clark Amy Stahl Gillian Smith Oskar Strom Casper Harteveld
resource research Media and Technology
Games that help players develop an understanding of computer science concepts are a promising alternative to the current emphasis on programming. This workshop will introduce participants to digital and analog games that demonstrate how CS concepts can be integrated with game play and engaging story contexts. Relevant issues such as the use of player data for assessment of learning, the role of narrative in educational games, and the challenges of identifying appropriate concepts for game-based learning will also be addressed.
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TEAM MEMBERS: Elisabeth Gee Kelly Tran Earl Aguilera Casper Harteveld Gillian Smith Yetunde Folajimi Carolee Stewart-Gardiner Stephanie Eordanidis Gail Carmichael
resource research Media and Technology
Computer science and its related fields are rapidly growing. However, there is a significant and rising shortage of women in this career domain. To combat this shortage, we explored the potential of coupling analog and digital games teaching computer science concepts to educate, interest, and engage female youth. For our purposes we created and used an analog and digital game both teaching the same computer science principle, image representation, in an after school program setting with middle school-aged females. Assessments were completed by the girls before and after the analog game version
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TEAM MEMBERS: Stephanie Eordanids Elisabeth Gee Gail Carmichael
resource research Public Programs
Since 2009 Vetenskap & Allmänhet (Public & Science, VA) coordinates an annual mass experiment as part of ForskarFredag — the Swedish events on the European Researchers' Night. Through the experiments, thousands of Swedish students from preschool to upper secondary school have contributed to the development of scientific knowledge on, for example, the acoustic environment in classrooms, children's and adolescents' perception of hazardous environments and the development of autumn leaves in deciduous trees. The aim is to stimulate scientific literacy and an interest in science while generating
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TEAM MEMBERS: Dick Kasperowski Fredrik Brouneus
resource research Public Programs
This paper discusses the value and place of evaluation amidst increasing demands for impact. We note that most informal learning institutions do not have the funds, staff or expertise to conduct impact assessments requiring, as they do, the implementation of rigorous research methodologies. However, many museums and science centres do have the experience and capacity to design and conduct site-specific evaluation protocols that result in valuable and useful insights to inform ongoing and future practice. To illustrate our argument, we discuss the evaluation findings from a museum-led teacher
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TEAM MEMBERS: Heather King Kate Steiner Marie Hobson Amelia Robinson Hannah Clipson
resource research Public Programs
This paper discusses the value and place of evaluation amidst increasing demands for impact. We note that most informal learning institutions do not have the funds, staff or expertise to conduct impact assessments requiring, as they do, the implementation of rigorous research methodologies. However, many museums and science centres do have the experience and capacity to design and conduct site-specific evaluation protocols that result in valuable and useful insights to inform ongoing and future practice. To illustrate our argument, we discuss the evaluation findings from a museum-led teacher
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TEAM MEMBERS: Heather King Kate Steiner Marie Hobson Amelia Robinson Hannah Clipson
resource research Professional Development, Conferences, and Networks
The 2nd annual conference of the ad hoc group Science Communication was dedicated to research on risk and uncertainty as important challenges for the present practice of science communication. The review firstly offers a short portrait of the ad hoc group Science Communicaiton as a newly established network of communication scholars and secondly reconstructs the course of the highliy spirited debate during the conference in Jena.
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TEAM MEMBERS: Corinna Luthje
resource research Public Programs
The cultural phenomenon of ‘science festivals’ is ever expanding throughout the world, as universities, city and regional governments, and science engagement professionals alike embrace the concept of a focused ‘celebration’ of science. In the past however science festivals have been criticized for neglecting underrepresented audiences. This special issue explores the extent to which current science festivals have managed to engage with diverse publics, and identifies the key challenges facing the future of science festivals, most notably the need for deeper research into the impacts of
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TEAM MEMBERS: Karen Bultitude
resource research Public Programs
U.S. strength in science, technology, engineering, and mathematics (STEM) disciplines has formed the basis of innovations, technologies, and industries that have spurred the nation’s economic growth throughout the last 150 years. Universities are essential to the creation and transfer of new knowledge that drives innovation. This knowledge moves out of the university and into broader society in several ways – through highly skilled graduates (i.e. human capital); academic publications; and the creation of new products, industries, and companies via the commercialization of scientific
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TEAM MEMBERS: National Academies of Sciences, Engineering, and Medicine
resource project Public Programs
This project takes an ethnographic and design-based approach to understanding how and what people learn from participation in makerspaces and explores the features of those environments that can be leveraged to better promote learning. Makerspaces are physical locations where people (often families) get together to make things. Some participants learn substantial amounts of STEM content and practices as they design, build, and iteratively refine working devices. Others, however, simply take a trial and error approach. Research explores the affordances are of these spaces for promoting learning and how to integrate technology into these spaces so that they are transformed from being makerspaces where learning happens, but inconsistently, into environments where learning is a consistent outcome of participation. One aim is to learn how to effectively design such spaces so that participants are encouraged and helped to become intentional, reflective makers rather than simply tinkerers. Research will also advance what is known about effective studio teaching and learning and advance understanding of how to support youth to help them become competent, creative, and reflective producers with technology(s). The project builds on the Studio Thinking Framework and what is known about development of meta-representational competence. The foundations of these frameworks are in Lave and Wengers communities of practice and Rogoff's, Stevens et al.'s, and Jenkins et al.'s further work on participatory cultures for social networks that revolve around production. A sociocultural approach is taken that seeks to understand the relationships between space, participants, and technologies as participants set and work toward achieving goals. Engaging more of our young population in scientific and technological thinking and learning and broadening participation in the STEM workplace are national imperatives. One way to address these imperatives is to engage the passions of young people, helping them recognize the roles STEM content and practices play in achieving their own personal goals. Maker spaces are neighborhood spaces that are arising in many urban areas that allow and promote tinkering, designing, and construction using real materials, sometimes quite sophisticated ones. Participating in designing and successfully building working devices in such spaces can promote STEM learning, confidence and competence in one's ability to solve problems, and positive attitudes towards engineering, science, and math (among other things). The goal in this project is to learn how to design these spaces and integrate learning technologies so that learning happens more consistently (along with tinkering and making) and especially so that they are accessible and inviting to those who might not normally participate in these spaces. The work of this project is happening in an urban setting and with at-risk children, and a special effort is being made to accommodate making and learning with peers. As with Computer Clubhouses, maker spaces hold potential for their participants to identify what is interesting to them at the same time their participation gives them the opportunity to express themselves, learn STEM content, and put it to use.
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resource research Public Programs
Through a comparative case study, Sheridan and colleagues explore how makerspaces may function as learning environments. Drawing on field observations, interviews, and analysis of artifacts, videos, and other documents, the authors describe features of three makerspaces and how participants learn and develop through complex design and making practices. They describe how the makerspaces help individuals identify problems, build models, learn and apply skills, revise ideas, and share new knowledge with others. The authors conclude with a discussion of the implications of their findings for this
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TEAM MEMBERS: Kim Sheridan Erica Halverson Breanne Litts Lisa Brahms Lynette Jacobs-Priebe Trevor Owens