This project team will develop and test a prototype of LifeSim, intended to be a financial literacy game app for high school students to strengthen mathematical skills and practical life knowledge. In the game, high school students will manage hypothetical investment funds and be challenged to understand compounded interest and debt. The app will include materials for math teachers to integrate the game within instructional practice. At the end of Phase I in a pilot study with 50 students, the researchers will examine whether the prototype functions as planned and if students are engaged during gameplay.
The project team is developing and testing a prototype of a computer science game-based intervention intended for Grade 1 students. The prototype will include physical robots that will be designed and controlled on a game board by students through a blue-tooth enabled smartphone app. The product will include teacher resources and suggestions to facilitate classroom integration. In the Phase I pilot research with 5 classrooms and 150 students, the researchers will examine whether the prototype functions as planned, if teachers are able to implement it with small groups of students, and whether
In prior research and development, the team developed the Mathalicious intervention for middle and high school students to improve mathematical thinking. Each Mathalicious lesson revolves around applying a real world example to learn math (e.g., Is college worth the cost). In this project, the team will develop and test a prototype of an adaptive platform through which students will need to demonstrate mastery prior to being able to advance to more complicated procedural, conceptual, and analytical levels. In the Phase I pilot research with three Grade 8 classrooms, the team will examine whether the prototype functions as planned, if teachers are able to implement it with students, and whether students are engaged.
In prior research and development, the team developed WuzzitTrouble, an iPhone and iPad gaming app where players solve problems using number sense mathematical strategies. This project will develop and test a prototype of an adaptive engine for this game, intended to tailor gameplay to the skill levels of individual students and to provide support (or scaffold learning) for students with weaker skills. The Phase I pilot will involve six Grade 6 classrooms and 100 students. The study will examine whether the prototype functions as planned, and if students of different skill levels are engaged and able to play the game with the support of the prototype’s adaptive engine.
This article from Fortune explores business models for free art museums, and the tension between accessibility and the revenue needed for an operating budget.
It’s important to communicate the excitement and value of NSF-funded research. This tool (formatted as a Prezi presentation) helps you do that with assistance from NSF public affairs experts, exploring options for communicating your research and broader impacts.
This is an extended discussion of the question that appeared in the Viewpoints department of the May/June 2015 issue of Dimensions magazine. It presents perspectives from science center and museum professionals about the role of 3D printing in their institutions.
There are many lenses through which we can measure the value of a museum experience.
There is the satisfaction factor: Did visitors have a good time? Were they engaged? Do they want to return?
There are learning outcomes: Did visitors learn something new? How much did they learn? How did their experience compare to other types of learning experiences?
And there is also meaning-making: Did respondents have a meaningful experience? A memorable one? A connective experience that made them want more?
While all three of these lenses (and many others) are important, meaning-making is
People love stuff. It speaks to them; it reminds them of special moments or people in their lives. They collect it and they love to tell stories about it and show it off. Museums’ deepest roots are in the stuff of collections. But over the last 200 years, the value and importance of collections to effective science interpretation (including exhibits, education, and outreach) has waxed and waned. It is clear from recent studies that using collections in concert with media and interactivity in exhibits and programs yields an extremely effective visitor experience. The recent work of Reach
When neurologist Annick Desjardins first heard about an experimental therapy that uses the polio virus to attack cancer cells, she admittedly thought it was an off-the-wall idea. In the 12 years since then, however, Desjardins—now associate professor of neurology at the Duke University Medical Center in Durham, North Carolina, which is hosting the study—has seen remarkable results. The CBS show 60 Minutes even described the treatment, a form of immunotherapy, as potentially a “big leap forward.” In advance of her keynote address at the 2015 ASTC Annual Conference in Montreal, Quebec, Canada
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Joelle Seligson
resourceresearchProfessional Development, Conferences, and Networks
This is an extended discussion of the question that appeared in the Viewpoints department of the September/October 2015 issue of Dimensions magazine. It contains perspectives from across the field on early career advice.
A collective mass of youthful exuberance pulses through our science centers and museums on any given day. As I visit our ASTC-member institutions around the world, I find it extremely rewarding to watch all that energy being transformed into focused, intense contemplation of specific topics or experiences.
I have always been fascinated by the concept of “dwell time” in our science centers and museums. Dwell time usually refers simply to the period of time visitors spend in an exhibition or at a specific exhibit or activity. This time period can be extended in ways that are not entirely