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resource project Media and Technology
The range of contemporary "emerging" technologies with far-reaching implications for society (economic, social, ethical, etc.) is vast, encompassing such areas as bioengineering, robotics and artificial intelligence, genetics, neuro and cognitive sciences, and synthetic biology. The pace of development of these technologies is in full gear, where the need for public understanding, engagement and active participation in decision-making is great. The primary goal of this four-year project is to create, distribute and study a set of three integrated activities that involve current and enduring science-in-society themes, building on these themes as first presented in Mary Shelley's novel, Frankenstein, which will be celebrating in 2018 the 200th anniversary of its publication in 1818. The three public deliverables are: 1) an online digital museum with active co-creation and curation of its content by the public; 2) activities kits for table-top programming; and 3) a set of Making activities. The project will also produce professional development deliverables: workshops and associated materials to increase practitioners' capacity to engage multiple and diverse publics in science-in-society issues. The initiative is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. This project by Arizona State University and their museum and library collaborators around the country will examine the hypothesis that exposing publics to opportunities for interactive, creative, and extensive engagement within an integrated transmedia environment will foster their interest in science, technology, engineering and mathematics (STEM), develop their 21st century skills with digital tools, and increase their understanding, ability, and feelings of efficacy around issues in science-in-society. These three distinct yet interlocking modes of interaction provide opportunities for qualitative and quantitative, mixed-methods research on the potential of transmedia environments to increase the ability of publics to work individually and collectively to become interested in and involved with science-in-society issues.
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TEAM MEMBERS: Edward Finn Steve Gano Ruth Wylie Rae Ostman David Guston
resource evaluation Exhibitions
STAR_Net brings inquiry-based STEM1 learning experiences to public libraries through two traveling exhibits, associated programming for library patrons, and a virtual community of practice for library staff and others who are interested in bringing STEM programming to libraries. In 2010, the National Science Foundation (NSF) awarded a three-year grant to the Space Science Institute’s (SSI) National Center for Interactive Learning (NCIL) and its partners—the American Library Association (ALA), the Lunar and Planetary Institute (LPI), and the National Girls Collaborative Project (NGCP)—to
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TEAM MEMBERS: Ginger Fitzhugh Julie Elworth Vicky Ragan Coulon Paul Dusenbery
resource research Media and Technology
Today, policy makers, funders, and government agencies alike are grappling with the need to use resources efficiently and effectively in order to make a measurable difference in addressing some of today’s pressing significant social, cultural, and educational challenges. When dealing with such complex and “wicked” problems as global warming, hunger, substance abuse, education and skills development (including competencies in STEM disciplines), it’s not enough for an organization to deliver results that contribute only to its bottom line. Increasingly, civic and philanthropic leaders are
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TEAM MEMBERS: Marsha Semmel
resource research Public Programs
America’s public libraries can play an important role in furthering STEM education. However, this will be true only if STEM learning efforts focus on librarians and librarians acting as facilitators. Any effort to transform librarians into STEM experts will have limited success given the increasing number of roles librarians are being asked to take on. At the same time, the current belief among many librarians that they can only offer programming in which they feel comfortable or have expertise will strongly constrain STEM programming in libraries. Librarians must instead create platforms
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TEAM MEMBERS: R. David Lankes
resource research Public Programs
The Learning Labs in Libraries and Museums program was launched in 2011 by a public-private partnership between the Institute of Museum and Library Services (IMLS) and the John D. and Catherine T. MacArthur Foundation in response to President Obama's Educate to Innovate initiative. Through two cycles of national competitions, libraries, museums, and other community partners at 24 sites were funded to create innovative teen spaces that followed the principles of the emerging Connected Learning Framework. Learning Labs often involve partnerships and collaborations between libraries and other
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TEAM MEMBERS: Margaret Glass
resource research Public Programs
This bibliography was created for the 2015 Public Libraries & STEM Conference in Denver, CO. It lists resources related to STEM learning in a library setting.
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TEAM MEMBERS: Paul Dusenbery
resource research Public Programs
The article focuses on the uTEC Maker Model, a maker education model that aims to help adults recognize behaviors they may only usually see in spurs. Topics discussed include using the item as intended by the inventor whose creative approach we trust, repurposing an item to use it in a different way than the inventor intended, and experimenting with an idea, invention, musical sound or video technique.
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TEAM MEMBERS: David Loertscher
resource research Public Programs
The article presents a brief overview of the Maker Movement and its connections to public libraries, focusing on the experiences of the Louisville Free Public Library of Louisville, Kentucky. Introductory details are given describing the movement, linking it to the expansion of community work spaces equipped with advanced machinery such as robotics tools and 3D printers. Several examples of maker-based organizations, subcultures, and resources are then given.
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TEAM MEMBERS: Nicole Dixon Michael Ward Eric Phetteplace
resource project Media and Technology
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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TEAM MEMBERS: Super School Software Bob Barboza Walter Martinez
resource research Public Programs
This article describes the Collectors' Corner Neighborhood Trading Places (CCNTP) program. CCNTP is a collaboration between the Science Museum of Minnesota, the R.H. Stanford Library branch of the Washington County Library, and the Highland Park Library branch of the Saint Paul Public Library. The CCNTP program invites children and visitors of all ages to bring natural objects to the location and share their knowledge about them, earning points which allow them to trade for other items.
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TEAM MEMBERS: Chad Lubbers
resource project Public Programs
A one-year project for the creation of an experimental Hacker Maker Space Lab at the Chicago Public Library's Harold Washington Library Center.
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TEAM MEMBERS: Andrea Saenz
resource project Public Programs
The Pueblo of Santa Clara's Community Library will continue its important role as a community anchor in fostering 21st-century learning and information use with a range of interactive projects that will engage community members of all ages. Technology Access Nights will foster responsible technology use and awareness among young learners and their families, especially promoting safe social media practices. For hands-on technology learning, youth, elders, and their families will collaborate on two oral history projects. One will gather stories of Santa Clara Pueblo women's achievements and cultural endurance, and the other will document strategies for academic success. Also, a youth mentor/internship initiative will create a cadre of "Bookworm Interns" trained in the Every Child Ready to Read Program®, allowing the interns to practice their new skills during the Summer Reading Program, which will be extended from one to five weeks.
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TEAM MEMBERS: Teresa Naranjo