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resource research Media and Technology
This is the fourth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Amanda Ochsner Jeremy Dietmeier Caroline Williams Constance Steinkuehler
resource research Media and Technology
This is the third volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Caroline Williams Amanda Ochsner Jeremy Dietmeier Constance Steinkuehler
resource research Media and Technology
This year we are pleased to be publishing the second volume of the annual proceedings for the Games+Learning+Society (GLS) Conference. For eight years now, GLS has been a valued event for individuals working in academia, industry, and as practitioners in schools to come together around their shared interest and passion for videogames and learning. This conference is one of the few destinations where the people who create high-quality digital learning media can gather to discuss and shape what is happening in the field and how the field can serve the public interest. GLS offers an opportunity
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TEAM MEMBERS: Crystle Martin Amanda Ochsner Kurt Squire
resource research Media and Technology
This is the first volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Constance Steinkuehler Crystle Martin Amanda Ochsner
resource research Media and Technology
In January this year, the US saw the publication of the preview of an impressive review work on the practices and the studies concerning learning science outside schools and universities, i.e. what is referred to as informal education. The document, promoted by the National Science Council of scientific academies (National Academy of Science, National Academy of Engineering and Institute of Medicine), is the result of the work by a committee comprising 14 specialists who collected, discussed and then organized hundreds of documents on pedagogical premises, places, practices and pursuits
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TEAM MEMBERS: Paola Rodari
resource research Media and Technology
Science is a way of knowing about the world. At once a process, a product, and an institution, science enables people to both engage in the construction of new knowledge as well as use information to achieve desired ends. Access to science—whether using knowledge or creating it—necessitates some level of familiarity with the enterprise and practice of science: we refer to this as science literacy. Science literacy is desirable not only for individuals, but also for the health and well- being of communities and society. More than just basic knowledge of science facts, contemporary
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TEAM MEMBERS: Catherine Snow Kenne Dibner
resource research Media and Technology
This commentary considers the topics of humour and online settings. Both have received increasing attention amongst researchers and practitioners of science communication, and both raise numerous questions around the role of informality and enjoyment in the spread of information. However, online settings also provide a great range of data with which to address these questions. Here I suggest that close consideration of technical infrastructure plays an important role in this data collection. I shall do so using case studies drawn from two popular participatory websites, reddit and Facebook
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TEAM MEMBERS: Oliver Marsh
resource research Media and Technology
The prevalent lack of research on the interrelations between science, research and popular culture led to the organization of the first International Conference on Science and Research in Popular Culture #POPSCI2015, which took place at Alpen-Adria-Universität in Klagenfurt, Austria, from 17--18 September 2015. The aim of the conference was to bring together not only science communication researchers with an interest in popular culture, but also other scholars, scientists and researchers, artists, media professionals and members from the general public. In this issue of JCOM we present four
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TEAM MEMBERS: Joachim Allgaier
resource research Media and Technology
This essay seeks to explain what the “science of science communication” is by doing it. Surveying studies of cultural cognition and related dynamics, it demonstrates how the form of disciplined observation, measurement, and inference distinctive of scientific inquiry can be used to test rival hypotheses on the nature of persistent public conflict over societal risks; indeed, it argues that satisfactory insight into this phenomenon can be achieved only by these means, as opposed to the ad hoc story-telling dominant in popular and even some forms of scholarly discourse. Synthesizing the evidence
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TEAM MEMBERS: Dan Kahan
resource research Media and Technology
With support from the National Science Foundation’s Science Learning+ initiative, Twin Cities Public Television (TPT), in St. Paul, MN, in collaboration with a team of researchers in the US and the UK organized a workshop with the title Affinity Spaces for Informal Science Learning: Developing a Research Agenda. Our goal was to develop and refine a set of concepts and issues that will guide future investigations into how participation in online affinity spaces can promote and enable informal science learning. The workshop took place on July 6th and 7th, 2015, ahead of the Games+Learning
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resource research Media and Technology
The organization and functioning of research have radically changed over the last 10 or 20 years, as a result of a determined political action. The activism of some scientists, during this period, has failed to significantly alter this trend. So far. Today, New Public Management is triumphant. It has been implemented by a category of former scientists who have become administrators, evaluators, organizers. As a result, the prime role of scientific publications is no longer to exchange scientific information but to allow a measure of scientific production, and to rank the principal
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TEAM MEMBERS: Alain Trautmann
resource research Media and Technology
Different stakeholders in research-practice partnerships often come from various institutions with distinct vocabulary, communication structures, and professional practices. To ensure that partnerships are mutually beneficial and equitable for educators and researchers alike, partners Jean Ryoo, Michelle Choi, and Emily McLeod from the California Tinkering Afterschool Network co-developed this resource for building equitable research-practice partnerships. This resource describes what equitable collaborations look like and offers guiding questions for group members to ask themselves in order
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