Both in common parlance and within the academy, the word “learning” has broad and varied meanings. On the street, we apply the same term to a child who, as a result of bitter experience, will no longer tease an older, tougher peer, and to those who achieve the highest Latinate degrees after many years of study at the University. In the field of psychology, “learning” was the major topic in America for fifty years, before it was replaced and almost consigned to oblivion, courtesy of the “cognitive revolution” of the 1960s (Gardner 1985). Now, with study becoming a lifelong enterprise, and with
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TEAM MEMBERS:
Margaret WelgelCarrie JamesHoward Gardner
Silence of the Lands enables participants to annotate and map the soundscape of wild and urban natural environments. Participants can record and collect ambient sounds, create and share individual and collective cartographies, and use them as conversation pieces of a social dialogue on natural quiet. The result is a virtual museum in which natural quiet is transformed into a living and affective geography that changes over time according to participants' perceptions and interpretations of their natural environment.
Over the next 10 years, we anticipate that personal, portable, wirelessly-networked technologies will become ubiquitous in the lives of learners — indeed, in many countries, this is already a reality. We see that ready-to-hand access creates the potential for a new phase in the evolution of technology-enhanced learning (TEL), characterized by "seamless learning spaces" and marked by continuity of the learning experience across different scenarios (or environments), and emerging from the availability of one device or more per student ("one-to-one"). One-to-one TEL has the potential to "cross
Knowledge and learning exist as byproducts of social processes such as those that take place in communities of practice. We describe two frameworks for understanding and building online knowledge-building communities, or online communities of practice that enhance collective knowledge. First, the C4P framework is described as a way of understanding how knowledge is created and disseminated by participants in a community of practice. Second, we discuss ways in which technology provides added value for learning in these environments using the DDC (Design for Distributed Cognition) framework, and
There is limited literature describing the ethical dilemmas that arise when conducting community-based participatory research. The following provides a case example of ethical dilemmas that developed during a multi-method community-based participatory action research project with youth in Calgary, Alberta, Canada. Several ethical dilemmas emerged during the course of the study related to the community in which the research was being undertaken, the recruitment of participants, and the overall research process. As important are possible harms that may arise when the researcher is no longer
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TEAM MEMBERS:
Christine WalshJennifer HewsonMichael ShierEdwin Morales
What information are virtual visitors looking for on museum Web sites? This paper is a first step in a larger investigation into the informational value of museum Web sites. Scholars, teachers, students, museums staff, and museum visitors are the main categories of visitors examined in this study. Questions were asked of these museum audiences about their use of museum Web sites, museum databases, and other aspects of virtual visits.
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 poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It describes a project that uses museum-based exhibits, girls' activity groups, and social media to enhance participants' engineering-related interests and identities.
This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining digital fluency – the competencies, new representational practices, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design, evaluate, critique, synthesize, and develop digital media artifacts, communication messages, or other electronic expressions. A primary goal of this paper is to identify promising perspectives through which learning is conceptualized, and to share the
Interest is a powerful motivator; nonetheless, science educators often lack the necessary information to make use of the power of student-specific interests in the reform process of science curricula. This study suggests a novel methodology, which might be helpful in identifying such interests--using children's self-generated questions as an indication of their scientific interests. In this research, children's interests were measured by analyzing 1555 science-related questions submitted to an international Ask-A-Scientist Internet site. The analysis indicated that the popularity of certain
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TEAM MEMBERS:
Ayelet Baram-TsabariRicky SethiLynn Bry
This poster presented at the 2014 AISL PI Meeting describes a project that uses out-of-home (OHM) media to improve the public understanding of science. It features multimedia installations located in public spaces such as Boston's T.