In this review paper, Oliver calls for greater cross-pollination between neuroscience research and educational practice. She asks, “What can educators learn from an understanding of educational neuroscience?”
Twin Cities Public Television in collaboration with a committee of STEM media professionals will organize a one-day conference devoted to network building and planning for an inaugural, multi-day STEM Media Producers Conference in 2013 or 2014. Professional organizations and conferences are well-known and effective means of building community and advancing practice within specific fields. Mass media – film, television, radio, and more recently, productions for online/digital platforms – have been a primary component of NSF’s support for informal science education (ISE) for more than three decades, drawing on the skills of an extremely diverse array of professionals. Yet despite the many common issues faced by these professionals and the increasingly cross-platform nature of ISE media projects in the NSF portfolio, at present no formal organization, professional society or annual conference exists for this community. An organization of media producers and a regular, annual meeting will provide a much-needed forum to address issues of training and professional development, facilitate cross-platform collaborations, increase the use of new media technologies, and synthesize evaluations and research into coherent statements of the powerful impact of STEM media – statements that can form the cornerstone of a STEM/ISE media awareness campaign. The event will take place in conjunction with the NSF PI Meeting in March 2012, capitalizing on the momentum generated at a media convening organized by the Center for the Advancement of Informal Science Education (CAISE) in July of 2011. The approximately 30 attendees will include participants in the July Convening and other STEM media professionals, all representing the subfields of Film, Television, Radio, and the increasingly important and diverse Online/Digital field, plus research and evaluation specialists and CAISE staff. The agenda will emphasize the potential of cross-platform collaborations and define a second agenda for a larger annual meeting that will include the larger community of STEM professionals.
This response to Mitchell and Mueller's 'A philosophical analysis of David Orr's theory of ecological literacy' comments on their critique of Orr's use of the phrase 'ecological crisis' and what I perceive as their conflicting views of 'crisis.' I present my views on ecological crisis informed by standpoint theory and the definition of crisis as turning point. I connect the concept of turning point to tipping point as used in ecology to describe potentially irreversible changes in coupled social-ecological systems. I suggest that sustainable societies may provide models of adaptive learning in
Research pertaining to science museum exhibit design tends to be articulated at a level of generality that makes it difficult to apply in practice. To address this issue, the present study used a design-based research approach to understand the educational potential of a biology exhibit. The exhibit was considered an educational environment which embodied a certain body of biological knowledge (Biological Organisation) in a certain exhibit type (Museographic Organisation) with the intention of creating certain learning outcomes among visitors. The notion of praxeology was used to model
This front-end evaluation sought (1) to identify visitors' prior knowledge of microbial oceanography, and (2) to determine visitors’ interest in the different research conducted by microbial oceanographers with metagenomics data. The findings from this study served to (1) guide the selection of scientific datasets that are meaningful to visitors, (2) suggest areas of interest to highlight, and (3) identify information or explanations visitors may need to make sense of the content, for the Living Liquid pathways project that aimed to use visualization tools to engage museum visitors with
Museum visits can be more enjoyable to small groups if they can be both social and educational experiences. One very rewarding aspect of a visit, especially those involving small groups such as families, is the unmediated group discussion that can ensue during a shared cultural experience. We present a situated, mobile museum system that delivers an hour-long drama to museum visitors. It perceives and analyzes group behavior, uses the result to dynamically deliver coordinated dramatic narrative presentations about the nearby museum exhibit, with the expected result of stimulating group
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TEAM MEMBERS:
Charles CallawayOliviero StockElyon DekovenKinneret NoyYael CitronYael Dobrin
The purpose of this Summative Evaluation was to assess visitors’ use and perceptions of ‘Living with Hurricanes: Katrina & Beyond’ at the Louisiana State Museum (LSM) as an informal science experience. The exhibition is distinctive in that it is presented in a museum which has been primarily focused on history. The overall experience, affective impact and learning were evaluated for visitors leaving the exhibition. More specific questions of science learning were evaluated in mini-studies in Room 3. This report also examines the degree to which emotion affects informal learning in the museum
We investigated curricular and pedagogical innovations in an undergraduate science methods course for elementary education majors at the University of Maryland. The goals of the innovative elementary science methods course included: improving students’ attitudes toward and views of science and science teaching, to model innovative science teaching methods and to encourage students to continue in teacher education. We redesigned the elementary science methods course to include aspects of informal science education. The informal science education course features included informal science
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TEAM MEMBERS:
University of Maryland College ParkKelly RiedingerGili Marbach-AdJ. Randy McGinnisEmily HestnessRebecca Pease
There is a movement afoot to turn the acronym STEM—which stands for science, technology, engineering, and mathematics—into STEAM by adding the arts. Science educators have finally begun to realize that the skills required by innovative STEM professionals include arts and crafts thinking. Visual thinking; recognizing and forming patterns; modeling; getting a "feel" for systems; and the manipulative skills learned by using tools, pens, and brushes are all demonstrably valuable for developing STEM abilities. And the National Science Foundation and the National Endowment for the Arts have gotten
The Art of Science Learning conference generated a list of arts-based or arts-inspired science teaching strategies, including songwriting, architecture, theatrical pieces, and data visualization.
This paper explores the importance of iterative design and evaluation in developing playful learning experiences in museums. According to research, play has five defining aspects: it is structured by constraints, active without being stressful, focused on process not outcome, self-directed, and imaginative (Gray 2008). For each of these aspects, we demonstrate how an iterative process of development and formative testing improved several museum exhibits, engendering more playful learning experiences for visitors. We focus on the assessment element of the design-test process, offering in detail
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