This paper discusses three mediation concept approaches and, consequently, three facets of mediator action. The approaches presented start with a bibliographical review of the concept of mediation present in education and scientific communication studies. These approaches serve as a basis for interpreting a semi-directive interview with the director of the Museum of Morphological Sciences of the Federal University of Minas Gerais (UFMG). They also help us reflect on the complexity of organizing the objectives of a museum action that takes into account the transformational role of the
Today we have access to an almost inconceivably vast amount of information, from sources that are increasingly portable, accessible, and interactive. The Internet and the explosion of digital media content have made more information available from more sources to more people than at any other time in human history. This brings an infinite number of opportunities for learning, social connection, and entertainment. But at the same time, the origin of information, its quality, and its veracity are often difficult to assess. This volume addresses the issue of credibility—the objective and
Young people's use of digital media may result in various innovations and unexpected outcomes, from the use of videogame technologies to create films to the effect of home digital media on family life. This volume examines the core issues that arise when digital media use results in unintended learning experiences and unanticipated social encounters. The contributors examine the complex mix of emergent practices and developments online and elsewhere that empower young users to function as drivers of technological change, recognizing that these new technologies are embedded in larger social
It may have been true once that (as the famous cartoon of the 1990s put it) "Nobody knows you're a dog on the Internet," and that (as an MCI commercial of that era declared) on the Internet there is no race, gender, or infirmity, but today, with the development of web cams, digital photography, cell phone cameras, streaming video, and social networking sites, this notion seems quaintly idealistic. This volume takes up issues of race and ethnicity in the new digital media landscape. The contributors address this topic—still difficult to engage honestly, clearly, empathetically, and with
As young people today grow up in a world saturated with digital media, how does it affect their sense of self and others? As they define and redefine their identities through engagements with technology, what are the implications for their experiences as learners, citizens, consumers, and family and community members? This volume addresses the consequences of digital media use for young people’s individual and social identities. The contributors explore how young people use digital media to share ideas and creativity and to participate in networks that are small and large, local and global
In this paper we describe the design and initial evaluation of a tangible computer programming exhibit for children on display at the Boston Museum of Science. We also discuss five design considerations for tangible interfaces in science museums that guided our development and evaluation. In doing so, we propose the notion of passive tangible interfaces. Passive tangibles serve as a way to address practical issues involving tangible interaction in public settings and as a design strategy to promote reflective thinking. Results from our evaluation indicate that passive tangibles can preserve
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Michael HornErin SoloveyRobert Jacob
This guide grew out of the Institute of Museum and Library Services’ Museums and Libraries Engaging America’s Youth initiative and draws on the wide body of research and knowledge from the fields of youth development and informal learning, as well as from the rich experience of museum and library professionals and volunteers. The specific goals of the initiative are: to examine what works, to share best practices to encourage effective programming to build bridges with policy makers.
In this article, Nathalie Caplet, from Cap Sciences in Bordeaux, France, outlines how French and European museums in general cater to young audiences in exhibitions while otherwise targeting the general public. Caplet provides examples of how institutions engage children using old or more innovative techniques.
This article features critiques of the "Goose Bumps! The Science of Fear" exhibit at the Liberty Science Center. Brenda Cowan, Chairperson of the Graduate Exhibition Design program at SUNY/Fashion Institute of Technology, Paul Orselli, Chief Instigator of Paul Orselli Workshop, and Martin Weiss, Science Interpretation Consultant at the New York Hall of Science, share their analysis of the exhibition and assess its strengths and weaknesses.