As part of an NSF-funded project, Guidelines for Designing Challenging and Rewarding Interactive Science Exhibits (DRL-1612577), the Museum of Science, Boston, CAST, EdTogether, and the University of Rochester held a four-part webinar series on “productive struggle,” a mixed emotional experience during which learners persist through negative feelings like confusion and frustration to achieve a satisfying resolution. In this webinar series, members of the team talk through their thinking and methods in designing productive struggle exhibits and also highlight how designing for emotions can
Science museums have embraced the technology of the Web to present their resources online. The nature of the technology naturally fits with the ethos of science. This chapter surveys the history, development and features of a number of contrasting pioneering museum Web sites in the field of science that have been early adopters of the technology. This includes case studies of Web sites associated with the Natural History Museum of Los Angeles, the Museum of the History of Science in Oxford, the Science Museum in London and the completely virtual Alan Turing Home Page. The purpose is to
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TEAM MEMBERS:
Jonathan BowenJim AngusJim BennettAnn BordaAndrew HodgesSilvia Filippini-FantoniAlpay Beler
Pull up a chair to learn about Middle Ground, a facilitated exhibition project that stands at the intersection of social science, social justice, place-making and research on informal learning. We’ll describe the exhibition’s content of bias and stereotyping, facilitation by formerly incarcerated community members, and research results on the impact of facilitation. Presentation made by Hsin-Yi Chien, Robert Dixon, Josh Gutwill and Louie Hammonds, Sr.
This book is a deliverable (requisite) of an NSF (National Science Foundation) grant to share the project outcomes and what we learned from the NSF grant project. This four-year NSF project was funded to provide professional development to museum educators about Indigenous Knowledge and Western Science in museums, with the goal of providing a culturally relevant way for Indigenous communities to connect to science. The name of this grant was “Cosmic Serpent: Bridging Native Ways of Knowing and Western Science in Museum Settings.”
This book is also a snapshot in time of this work in
But many young people face signifcant economic, cultural, historical, and/or social obstacles that distance them from STEM as a meaningful or viable option— these range from under-resourced schools, race- and gender-based discrimination, to the dominant cultural norms of STEM professions or the historical uses of STEM to oppress or disadvantage socio-economically marginalized communities (Philip and Azevedo 2017). As a result, participation in STEM-organized hobby groups, academic programs, and professions remains low among many racial, ethnic, and gender groups (Dawson 2017). One solution to
Diversity, equity, accessibility, and inclusion (DEAI) have become central concerns for museums. Across the field, leaders are asking—with increasing urgency—how museums can diversify their visitors, staff, and boards; create welcoming and inclusive environments and workplaces; and ensure that museum offerings reflect a broad range of interests, experiences, and needs.
Museums have approached DEAI efforts in different ways and at different levels, from developing special exhibits and events for specific audiences to offering staff diversity training to board development. Despite more than
Inclusive science communication (ISC) is a new and broad term that encompasses all efforts to engage specific audiences in conversations or activities about science, technology, engineering, mathematics, and medicine (STEMM) topics, including, but not limited to, public engagement, informal science learning, journalism, and formal science education. Unlike other approaches toward science communication, however, ISC research and practice is grounded in inclusion, equity, and intersectionality, making these concerns central to the goals, design, implementation, evaluation, and refinement of
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TEAM MEMBERS:
Katherine CanfieldSunshine Menezes
resourceresearchProfessional Development, Conferences, and Networks
This poster was presented at the 2019 AISL Principal Investigators' Meeting.
This ISL Framework is a tool for professionals and informal science learning (ISL) institutions to understand, plan, and advance their professional capacity.
Individuals can identify their professional competencies and plan their professional development.
ISL institutions can plan, provide, and assess staff development.
ISL Institutions can identify staffing qualifications needed and develop appropriate job postings.
Professional organizations and academic programs can plan training and learning
This poster was presented at the 2020 American Alliance of Museums (AAM) Virutal Conference. The Informal STEM Learning (ISL) Professional Competency Framework was developed and validated through research with professionals across the field.
Informal STEM Learning (ISL) organizations such as science centers, aquariums, and natural history museums play a vital role in stimulating public interest and engagement in science, technology, engineering, and math (STEM). That work is largely dependent on the competencies of the individuals who work within the ISL field. The ISL Professional Competency Framework is a robust and flexible tool for understanding and advancing the skills, knowledge, and capabilities of those individuals. This guide was developed to support the use of the online version of the framework.
The competencies
This report summarizes a Delphi study completed with 22 facilitators of climate adaptation workshops in the United States in 2020. The purpose of a Delphi study is to find areas of consensus around valued (or "best") practices in a particular field. In this case, the report focuses on valued practices for facilitating place-based climate adaptation workshops to maximize social learning and collective action outcomes associated with climate adaptation.
This chapter discusses the selection and potential use of electronic games and simulations in distance learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of games and simulations in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games and simulations, with focus on the practical aspects of the processes used in Open and Distance Learning (ODL). Whereas traditional learning is based on knowledge memorization and the completion of
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TEAM MEMBERS:
Jose BidarraMeagan RothschildKurt Squire