Intuitive Company researchers and evaluators assessed four components of the DUST Alternate Reality Game for potential reusability: 1) QTE Environment during Collapse, 2) Brain/Health Scanner Mobile App, 3) Microbe Web App, 4) Star Map Web App. We assessed reusability based on five variables (facilitation, user identification, digital access, player type, and timing) along a continuum of informal to formal learning contexts, from museums to after school programs to formal classroom settings. Our assessment revealed that the: 1. QTE Environment during the Collapse is most replayable in its
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Brigham Young University, University of MarylandJes KoepflerNidhi JalwalVictor Yocco
The Maker Movement has taken the educational field by storm due to its perceived potential as a driver of creativity, excitement, and innovation (Honey & Kanter, 2013; Martinez & Stager, 2013). Making is promoted as advancing entrepreneurship, developing science, technology, engineering, and mathematics (STEM) workforce, and supporting compelling inquiry-based learning experiences for young people. In this paper, we focus on making as an educative inquiry-based practice, and specifically tinkering as a branch of making that emphasizes creative, improvisational problem solving. STEM-rich
In this paper, commissioned as part of a consensus study on successful out-of-school STEM learning, we draw on the research literature to consider (1) what is known about the impact of tinkering and making experiences on school-aged children’s learning (interest in, engagement with and understanding of STEM in particular); (2) the emerging design principles and pedagogies that characterize tinkering and making programs; and (3) the specific tensions and possibilities within this movement for equity-oriented teaching and learning.
More and more young people are learning about science, technology, engineering, and mathematics (STEM) in a wide variety of afterschool, summer, and informal programs. At the same time, there has been increasing awareness of the value of such programs in sparking, sustaining, and extending interest in and understanding of STEM. To help policy makers, funders and education leaders in both school and out-of-school settings make informed decisions about how to best leverage the educational and learning resources in their community, this report identifies features of productive STEM programs in
The article focuses on children's makerspaces and the maker movement in Canada. Topics include the Nova Scotia government's idea to distribute 3D printers to libraries to create public makerspaces, which are collaborative meeting places that blend craft and high technology to foster do-it-yourself (DIY) solutions, the Maker Club in Kitchener, Ontario owned by entrepreneur Cam Turner and his son Owen, and the organization Scoperta, maker Jim Akeson's version of the organization Curiosity Hacked.
In this article the authors discuss the importance of the use of natural instincts in teaching and studying science, technology, engineering, and mathematics (STEM) courses in U.S. middle and high schools. They present information on the Maker Movement, a campaign associated with the Maker Faire festivals and "Make" magazine, which encourages the use of creativity in STEM fields. Other topics include the importance of natural curiosity, building, and inventions in science education.
The article discusses the Maker Faires, a hybrid of science fairs, craft shows, and county fairs where people come to display what they have created and talk about what they learned. The faires are designed for people who work in places such as shops, garages, kitchen tables, schools, or science clubs, while they invent and innovate with new technologies, science, engineering, art performance and various crafts. The events' impact on economic development and education is mentioned.
The article focuses on the uTEC Maker Model, a maker education model that aims to help adults recognize behaviors they may only usually see in spurs. Topics discussed include using the item as intended by the inventor whose creative approach we trust, repurposing an item to use it in a different way than the inventor intended, and experimenting with an idea, invention, musical sound or video technique.
The article presents a brief overview of the Maker Movement and its connections to public libraries, focusing on the experiences of the Louisville Free Public Library of Louisville, Kentucky. Introductory details are given describing the movement, linking it to the expansion of community work spaces equipped with advanced machinery such as robotics tools and 3D printers. Several examples of maker-based organizations, subcultures, and resources are then given.
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TEAM MEMBERS:
Nicole DixonMichael WardEric Phetteplace
The World Biotech Tour (WBT) is a multi-year initiative that will bring biotechnology to life at select science centers and museums worldwide. The program, supported by the Association of Science-Technology Centers (ASTC) and Biogen Foundation, is scheduled to run from 2015-2017, with the 2015 cohort in Belgium, Japan, and Portugal. The WBT will increase the impact and visibility of biotechnology among youth and the general public through hands-on and discussion-led learning opportunities. Applications are now open for the 2016 cohort! Learn more and submit an application at http://www.worldbiotechtour.org/become-a-stop
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Association of Science-Technology CentersCarlin Hsueh
The Art and Science of Acoustic Recording was a collaborative project between the Royal College of Music and the Science Museum that saw an historic orchestral recording from 1913 re-enacted by musicians, researchers and sound engineers at the Royal College of Music (RCM) in 2014. The original recording was an early attempt to capture the sound of a large orchestra without re-scoring or substituting instruments and represents a step towards phonographic realism. Using replicated recording technology, media and techniques of the period, the re-enactment recorded two movements of Beethoven’s
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Aleks KolkowskiDuncan MillerAmy Blier-Carruthers
The Exploratorium's Going APE project (APE=Active Prolonged Engagement) developed 30 exhibit designs to encourage visitors to become more cognitively engaged with exhibits--to use exhibits as tools for self-directed exploration, rather than as authoritative demonstrations. To do this, the staff drew on work in the fields of education, visitor research, human factors engineering, computer interface design, and interactive exhibit development at other museums. The project also integrated evaluative research into exhibit development to maximize possibilities for visitor-authored questions