I intend to begin my presentation by providing an overview of what, actually, is a business model, followed by a focus on one aspect of that model, business strategies. The following is excerpted from my forthcoming book on new business models for museums (AltaMira Press).
The emerging field of the learning sciences one that is interdisciplinary, drawing on multiple theoretical perspectives and research paradigms so as to build understandings of the nature and conditions of learning, cognition, and development. Learning sciences researchers investigate cognition in context, at times emphasizing one more than the other but with the broad goal of developing evidence-based claims derived from both laboratory-based and naturalistic investigations that result in knowledge about how people learn. This work can involve the development of technological tools, curriculum
I would like to start with a brief news item in the August 1999 issue of National Geographic which gives some food for thought: "With 5,000 climbing routes, such as Double Dogleg and Walk on the Wild Side, California's Joshua Tree National Park attracts about 140,000 enthusiasts a year to test their skill on granite boulders. But some visitors view their metal bolts as defacements hammered into rocks.
The Regional Park of the Po River Delta was set up in 1988 (it belongs to a Consortium of Public Bodies). It extends over 54,000 hectares of land and stretches across 45 km of the Italian Eastern coastline (45 km of the more than 90 km that go between the provinces of Ferrara and Ravenna) and is one of the largest and most significant natural parks in Italy.
The concept of a biosphere reserve was adopted by UNESCO, within the MAB Programme, launched in 1971, in order to promote and to demonstrate the harmonious relationships that should exist between people and the environment and, particularly, to promote a harmonization model of the environmental protection needs with those of the sustainable economical-social development. All the international conventions, the management and action plans accomplished in order to achieve the sustainable development objectives underline the great importance to establish a constructive dialogue, with impact on the
In the summer of 2003, a survey was carried out at the At-Bristol Science Centre (UK) to determine the effectiveness of the hands-on activities of "Explore". The section evaluated included 43 interactive experiences divided into two themes. The first, "Get Connected", consisted of examples of the latest digital technologies, such as a television studio, virtual volleyball, and radars. The second, "Curiosity Zone", was dedicated to natural phenomena and subdivided into three additional groups: "Natural Forces" which presented various forces of nature, "Focus on Light", which dealt with the
The "Mentored Youth Building Employable Skills in Technology (MyBEST)" project, a collaboration of the Youth Science Center (YSC) and Learning Technology Center (LTC) at the Science Museum of Minnesota, is a three-year, youth-based proposal that seeks to engage 200 inner-city youngsters in learning experiences involving information and design technologies. The goal of the project is to develop participants' IT fluency coupled with work- and academic-related skills. The program will serve students in grades 7 through 12 with special emphasis on three underrepresented groups: girls, youngsters of color, and the economically disadvantaged. Project participants will receive 130 contact hours and 70% will receive at least 160 hours. Each project year, including summers, students participate in three seasons consisting of five two-week cycles. Project activities will center on an annual technology theme: design, engineering and invention; social and environmental systems; and networks and communication. The activities that constitute project seasons include guest presenter workshops; open labs facilitated by guest presenters, mentors and adult staff; presentations of student projects; career workshops and field trips. The project cycles feature programming (e.g., Logo computer language; Cricketalk), engineering and multi-media production (e.g., digital video; non-linear editing software). Each cycle will interface with an existing museum-related program (e.g., the NSF-funded traveling Cyborg exhibit). Mentors will work alongside participants in all technology-based activities. These mentors will be recruited from university, business, community partners and participant families. Leadership development is addressed through teamwork and in the form of internships and externships. Participants obtain work experience related to technology in the internship and externship component. The "MyBEST" project will serve as a prototype for the Museum to test the introduction of technology as central to the design and learning outcomes of its youth-based programs. An advisory board reflecting expertise in youth development, technology and informal science education will guide the program's development and plans for sustainability. Core elements of the "MyBEST" program will be integrated into the Museum's youth-based projects sponsored by the YSC and LTC departments. The Museum has a strong record of integrating prototype initiatives into long-standing programs.
Designed learning environments embody conjectures about learning and instruction, and the empirical study of learning environments allows such conjectures to be refined over time. The construct of embodied conjecture is introduced as a way to demonstrate the theoretical nature of learning environment design and to frame methodological issues in studying such conjectures. An example of embodied conjecture and its history of empirical refinement are presented to provide a concrete example of how the effort to design instructional change can lead to a productive shift in view of the underlying
Harvard Family Research Project's (HFRP) Issues and Opportunities in Out-of-School Time Evaluation briefs highlight current research and evaluation work in the out-of-school time field. These documents draw on HFRP's research work in out-of-school time to provide practitioners, funders, evaluators, and policymakers with information to help them in their work. Recognizing the critical role that staff play in promoting quality out-of-school time (OST) programs, in this brief we examine OST professional development efforts and offer a framework for their evaluation.
This article reports on a study which used results from 119 scenario–based evaluations of 36 museum Web sites to develop a conceptual framework for analyzing the usability flaws of museum Web sites. It identifies 15 unique dimensions, grouped into five categories, that exemplify usability problems common to many museum Web sites. Each dimension is discussed in detail, and typical examples are provided, based on actual usability flaws observed during the evaluations. The availability of this conceptual framework will help the designers of museum Web sites improve the overall usability of museum
This paper examines learning among museum staff involved in exhibition development in four European natural history museums. It draws upon a larger body of research undertaken for the Mirror project, a European Commission Framework Programme 5 Information Society Technologies (FT5 IST) project aimed at enhancing and improving co-operative practices through the use of new technologies. The aim of this paper is to characterize learning and co-operative practices derived from the interactions of highly heterogeneous teams involved in constructing museum exhibitions, and particularly to