Interactive surfaces are increasingly common in museums and other informal learning environments where they are seen as a medium for promoting social engagement. However, despite their increasing prevalence, we know very little about factors that contribute to collaboration and learning around interactive surfaces. In this paper we present analyses of visitor engagement around several multi-touch tabletop science exhibits. Observations of 629 visitors were collected through two widely used techniques: video study and shadowing. We make four contributions: 1) we present an algorithm for
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
This paper examines the approach of a major new gallery on information and communication technologies in the Science Museum, situating it in the context of current ideas around the history of technology and exploring the way the curatorial team addressed the challenges of display and interpretation. As a short discussion piece it looks at four broad questions: How has the concept of information, and more importantly an ‘Information Age’ been conceived across differing disciplines? What opportunities can user focused histories present to a gallery on information and communication technologies
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
When exchange telephony was first marketed to the British public by the early telephone companies in the late nineteenth century it was as an intuitive technology requiring no specialist knowledge or training. This has gone unquestioned in subsequent telephone historiography but, as this article demonstrates, telephone instruments and systems were not always unproblematic or easy to use. Whilst other scholars have discussed important factors in the development and uptake of telephony, such as business economics and intellectual property, this article focuses on usage, and argues that
Worldwide growth in use of mobile phones has fostered the emergence of mobile learning. Mobile technologies are used both in classrooms to support instruction (safe) and as tools that significantly change instructional activities, learner roles, and learning location (disruptive). Learners become less consumers of information and more collaborators, researchers, and publishers on-the-go (Stead, 2006). Scholarship in m-learning is scarce and lacks rigor (McNeal & van't Hooft, 2006). Even with increasing numbers of investigative studies there are still significant gaps in the literature
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TEAM MEMBERS:
Tiffany KoszalkaG.S. Ntloedibe-Kuswani
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal and informal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and
Innovation spaces are springing up around the world. This phenomenon is driven by emerging technologies in additive manufacturing, by new thinking about learning, by a desire to grow the Michigan economy through the democratization of innovation and entrepreneurship and the need to provide authentic experiences to engage and retain students in STEM (Science, Technology, Engineering and Math) disciplines and careers. We are presently engaged in the project planning phase of the Innovation 5 concept. Innovation 5 will be a community-based rapid prototyping/additive manufacturing facility that will be housed within and will be integral to the Impression 5 Science Center in downtown Lansing, MI. This space is envisioned to house resources such as rapid prototyping and additive manufacturing equipment, meeting spaces and networking facilities for collaboration, This space will also serve as a core element of the informal learning experience for visitors to the Impression 5 Science Center. Impression 5 is currently planning a dramatic renovation and expansion which provides a window of opportunity for development of this new concept. Innovation 5 is planned to function at the intersection of three major trends in education and economic development; additive manufacturing and rapid prototyping, authentic STEM experiences for students and community based innovation and entrepreneurial support.. Additive Manufacturing/Rapid Prototyping: Additive manufacturing and rapid prototyping are poised to be the next great digital revolution, where the barrier between digital concept and physical object ceases to exist. "Machines that turn binary digits into physical objects are pioneering a whole new way of making things" one that could rewrite the rules of manufacturing in much the same way that the PC laid waste to traditional computing (The Economist Technology Quarterly Dec 1, 2012) This technological revolution is becoming a central feature of a new set of institutions that make these facilities available to entrepreneurs as shared community resources. Global networks are already forming as non-profits such as FabLabs and MakerSpaces, commercial entities like TechShop and at the Federal government level, such as the recently announced National Additive Manufacturing Innovation Institute. Authentic STEM Experiences for Students: There is increasing recognition that student learning can be dramatically enhanced by enabling students to engage in inquiry-driven work that connects their learning to the real world and that involves collaboration and communication. For example, the National Science Foundation is devoting significant resources to promote the concept of learning through innovation through such programs as the I-Corps. The informal science education community has moved strongly towards becoming a center for STEM learning in conjunction with more traditional learning environments. The National Science Foundation recently changed the name of its Informal Science Education (ISE) division to Advancing Informal STEM Learning (AISL). The Impression 5 Science Center is also actively pursuing the link between informal education and innovation through its new exhibit, the Build Zone where children are encouraged to create and test new structures in a wide variety of physical formats. Community-based Entrepreneurial Support: The Maker/FabLab culture emphasizes the democratization of these new technologies. We feel that this can be a key contribution of Innovation 5 to the City of Lansing community. The population of the City of Lansing is diverse with a high proportion of members of underrepresented groups. In addition, Lansing is undersupported compared to neighboring communities in terms of access to technology and related educational resources. By becoming the local "on ramp to innovation," Innovation 5 can provide low-cost, easy-entry access to these new technologies for community members, whether as microentrepreneurs or just to access these technologies for personal interest. The goal of the Innovation 5 proposal is to meld these threads into a new type of institution. We view the Innovation 5 space as a graded environment for STEM learning through innovation. The facility is envisaged to have a "front end" that serves as an inviting informal education setting where children and families can learn about and participate in the process of innovation and where they can actually see and interact with, in a controlled fashion, the rapid prototyping facility. The "back end" of the facility will have multiple spaces with various levels of controlled access. There will be a collaboration space with visual global networking capability and access to design tools that will be relatively open. Beyond that area would be a space with rapid prototyping tools that require training and supervision for access and operation. One step beyond this might be small spaces for entrepreneurs to pursue more advanced projects. Students will participate integrally in all aspects of Innovation 5's functioning, from interacting with children in an informal setting to serving as team members in developing products from concept to market. Students will also provide the core of the group managing the facility, with substantial input into the direction Innovation 5 will take. Consistent with this vision, 6 student interns are diligently working this summer as a project planning team. They are focusing on various aspects of the facility, from design and equipment needs to marketing and social media. We anticipate completing the project planning phase this summer, to be followed by focused fundraising efforts to install and maintain Innovation 5. Impression 5 Science Center is strongly supportive of this project and has generously offered to provide ample space within their current building envelope for Innovation 5. With this support as well as financial support already received from Lansing area community, education and economic development groups, we are confident that we are well on our way to creating Innovation 5, the first facility of its kind in the United States, and one that has great potential to be replicated nationally.
Educators from K-12 and higher education are collaborating on a new school of the future projects involving humanoid robots and other forms of robots and student and teacher productivity tools. We are working in the areas of STEAM Plus. (science, technology, engineering, visual and performing arts, mathematics, computer languages and foreign languages) All team members will share their action research results through a traveling exhibition to all twelve public libraries in the city of Long Beach, California. Kids Talk Radio through its Backpack Science, Journalism, and Backpack Robotics programs will create video and audio podcasts of the action research and share findings over the Internet with schools, libraries and museums around the world.
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Super School SoftwareBob BarbozaWalter Martinez
This is the first report in a series on game “impact types.” We begin with the problem. Our field needs a better way to talk about impact — a deeper conversation that is more fundamentally inclusive and multi-disciplinary, yet still evidence-based. This report is a first step, revealing the basic fragmentation and documenting its harm. Not just beginners, but our best journals and public awards can inadvertently overlook full categories of impact, and disagree on what evidence looks like. Creativity is too easily and unhealthily pitted against impact design. Even the language of “double-blind
This book is an inspirational message about what is possible and practical in the name of learning through mobile media. We present stories from a diverse set of educators, a microcosm of the landscape of mobile media learning. Each author has found a way to create something new and beautiful in their own world. And though their results are exceptional, their surroundings are not. Most are not experts in high-technology, nor highly equipped. They get as far as they do by using what is at hand, in part by making use of accessible, free and open source software. To provide both a deeper look
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TEAM MEMBERS:
Christopher HoldenSeann DikkersJohn MartinBreanne Litts
This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, which encompasses a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support. Core participants involved in programs of the Anacostia Watershed Society in Washington, D.C., and Maryland, and the Reedy Creek Nature Preserve in Charlotte, NC, will work with naturalists, educators, and technology specialists to ask scientific questions and form hypotheses related to urban waterway restoration and preservation of native species. They will then collect and analyze data using NatureNet, requesting changes to the technology to customize it as needed for their projects. Casual visitors to the nature centers will be able to interact with the environmental projects via the tabletop, and those who live farther away will be able to participate more peripherally via the online community. The research project, led by researchers from the University of Maryland, College Park, with collaborators from the University of North Carolina, Charlotte, and the University of Colorado, Boulder, will provide answers to two questions: 1) How do community-driven informal environmental learning projects impact participants, including their motivation to actively participate in science issues via technology and their disposition toward nature preserves and scientific inquiry? and 2) What are the key factors (e.g., demographic composition of participants, geographical location) that influence the development of community-driven environmental projects? Researchers will gather extensive qualitative and quantitative data to understand how community projects are selected and carried out, how participants approach technology use and adaptation, and how informal learning and engagement on STEM-related issues can be fostered over a period of several months and through iterative project cycles. Data will be collected through motivation questionnaires; focus groups; interviews; tabletop, mobile, and website interaction logs; field notes from participatory design and reflection sessions; and project journals kept by nature preserve staff. Through extensive research, iterative design, and evaluation efforts, researchers will develop an innovative model for community-driven environmental projects that will deepen informal science education by demonstrating how members of diverse communities connect environmental knowledge and scientific inquiry skills to the practices, values, and goals of their communities, and how technology can be used to facilitate such connections.
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TEAM MEMBERS:
Tom YehMary Lou MaherJennifer PreeceTamara CleggCarol Boston