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resource research Media and Technology
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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TEAM MEMBERS: Eric Klopfer Judy Perry Kurt Squire Ming-Fong Jan Constance Steinkuehler
resource research Public Programs
The notion that science is unified in one way or another dates back at least to Aristotle, though unity claims since then have been diverse and va riously motivated. By way of introduction to the modern discussion of unity, disunity, and integration, in this first section we examine five historical attempts to unify knowledge: Aristotle’s metaphysical and hierarchical unity; the Enlightenment project of the French Encyclopedists; the systematic unity of Naturphilosophen Lorenz Oken; the methodological unity of the Vienna School’s Encyclopedia of Unified Science; and finally, the organizational
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TEAM MEMBERS: William Bechtel Andrew Hamilton
resource research Informal/Formal Connections
Despite the many hours students spend studying science, only a few relate to these subjects in such a manner that it becomes a part of their essential worldview and advances their education in a larger sense - one in which they make a connection to the subject matter so that it becomes a source of inspiration and occupies a formative position in their life. Using the hermeneutic/phenomenological sense of lifeworld as our being in the world, we explore questions of identity in the teaching and learning of science. We suggest that by taking the notion of identity in science to include students'
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TEAM MEMBERS: Richard Cozoll Margery Osborne
resource project Public Programs
Who We Are: A network of informal educators, climate scientists, learning scientists and local partners across four cities, dedicated to improving local understanding of and engagement with climate change science. Mission: CUSP aims to foster a network of climate-focused organizations to implement targeted, coordinated, and concentrated educational strategies that explore local climate impacts and community-level responses. What We Do: Unite local organizations committed to addressing the impacts of climate change into collaborative network Use latest climate science and learning science research to inform program development Connect urban residents’ personal interests to larger city systems impacted by climate change, and provide residents opportunities to explore city-wide responses Deliver programs that are targeted (aimed at specific audiences), coordinated (presenting consistent and clear information about the science of climate change), and concentrated (delivered many times, through many programs) Test the hypothesis that when people encounter the same science content in multiple settings, from multiple points of view, they are more likely to understand and remember important concepts What We Offer: A Community of Practice for local organizations, including training on best practices of climate communication and education Provide local organizations with current climate science impacting their city, and latest learning science research Opportunities for city residents to explore local impacts of climate change in every day settings, at neighborhood centers, at schools, online, and at city festivals. Opportunities for city residents to engage with local organizations in community-level responses to climate change
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TEAM MEMBERS: The Franklin Institute Raluca Ellis Frederic Bertley Steven Snyder Radley Horton Kevin Crowley
resource research Media and Technology
The Jackprot is a didactic slot machine simulation that illustrates how mutation rate coupled with natural selection can interact to generate highly specialized proteins. Conceptualized by Guillermo Paz-y-Miño C., Avelina Espinosa, and Chunyan Y. Bai (New England Center for the Public Understanding of Science, Roger Williams University and the University of Massachusetts, Dartmouth), the Jackprot uses simplified slot-machine probability principles to demonstrate how mutation rate coupled with natural selection suffice to explain the origin and evolution of highly specialized proteins. The
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TEAM MEMBERS: New England Center for the Public Understanding of Science Avelina Espinosa Guillermo Paz-y-Mino-C
resource research Exhibitions
Several instruments have been developed to assess student images of scientists, but most require children to respond in writing. Since not all children can respond appropriately to written instruments. Chambers (1983) developed the Draw-A-Scientist Test (DAST) in which children's drawings are rated according to particular characteristics present or absent in the drawings, allowing researchers to determine the images of scientists children hold. In order to improve the objectivity and interrater reliability of this means of assessment, the authors built upon Chambers' study to develop a
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TEAM MEMBERS: Kevin Finson John Beaver Bonnie Cramond
resource research Media and Technology
Informal participation in science is being recognized as an important way of developing science learning both for children and adults. Mobile learning has particular properties that have potential in informal science settings, particularly outside traditional educational settings. Mobile technologies provide new opportunities for learners to engage with science on the move. This paper reviews the impact of participation in informal science settings on some members of the public using the experiences of the iSpot project as a case study. iSpot aims to create and inspire a new generation of
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TEAM MEMBERS: Eileen Scanlon Will Woods Doug Clow
resource research Public Programs
Classroom tasks should develop a spirit of inquiry and a sense of delight in discovery that will become part of the individual's learning style. Yet in the traditional elementary classroom, the use of worksheets, lectures and basal reading tasks to the exclusion of hands-on, participatory opportunities fails to encourage a child's construction of knowledge. By setting up a problem to be solved, demanding interaction, producing effects from direct actions and allowing variations of approach, cognitive development in children is enhanced. Hands-On Children's Museums encourage contextually
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TEAM MEMBERS: Kathryn Speaker
resource research Exhibitions
This article deals with a pioneering project currently being developed, namely, the Exhibition on Testing and Measurement. This interactive traveling exhibition will be presented in science museums in Israel, the United States, and other countries. It has been conceived as an innovative means of familiarizing the public with educational measurement concepts and scientific principles. The exhibition will initiate and encourage a dialogue regarding the social aspects of testing. Science centers and museums can play a vital role in helping to forge a more authentic relationship between science
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TEAM MEMBERS: Avi Allalouf Diana Alderoqui-Pinus
resource evaluation Public Programs
In 2012, with funding from the National Science Foundation’s Advancing in Informal STEM Learning (AISL) division, a one-year study was conducted to focus specifically on evaluating participant learning outcomes and impacts from the beached bird data module. COASSTNET: Scaling Up COASSTal Citizen Science (NSF-DRL – 2224734) is an initial exploration of the effectiveness of the COASST beached bird module to sustain outcomes at individual, research and community levels, with a specific focus on the degree to which participants understand various scales of data, from the individual bird
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TEAM MEMBERS: University of Washington College of the Environment Cynthia Char Julia Parrish Julie Friesner Jane Dolliver
resource research Media and Technology
Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields. Seventy students in grades 5 through 7 participated in the study in a non- AR or AR condition. Findings showed that students in the AR condition interacted with the magnets significantly longer and demonstrated higher amounts of teamwork. In interviews
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TEAM MEMBERS: Susan Yoon Joyce Wang
resource research Public Programs
This report from the 2013 Maker Impact Summit proposes ways in which the future economic and social landscape will be shaped by the Maker Movement.
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TEAM MEMBERS: Maggie Wool