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resource research Professional Development, Conferences, and Networks
This report presents the findings of a two-day invitational workshop held at MIT on September 23–24, 2013 as part of the Evolving Culture of Science Engagement Initiative, an ongoing collaboration between a new nonprofit organization, Culture Kettle, and several MIT departments led by the Program in Science, Technology & Society and the MIT Museum. The initiative explores a new wave of public science engagement activity that appears to be dissolving the once-bright line between science and popular culture.
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TEAM MEMBERS: Peter Linett David Kaiser John Durant Thomas Levenson Ben Wiehe
resource research Media and Technology
This article reviews how the relationship between computer games and learning has been conceptualized in policy and academic literature, and proposes a methodology for exploring learning with games that focuses on how games are enacted in social interactions. Drawing on Sutton-Smith's description of the rhetorics of play, it argues that the educational value of games has often been defined in terms of remedying the failures of the education system. This, however, ascribes to games a specific ontology in a popular culture that is defined in terms of its opposition to school culture. By
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TEAM MEMBERS: Caroline Pelletier
resource research Media and Technology
Both in common parlance and within the academy, the word “learning” has broad and varied meanings. On the street, we apply the same term to a child who, as a result of bitter experience, will no longer tease an older, tougher peer, and to those who achieve the highest Latinate degrees after many years of study at the University. In the field of psychology, “learning” was the major topic in America for fifty years, before it was replaced and almost consigned to oblivion, courtesy of the “cognitive revolution” of the 1960s (Gardner 1985). Now, with study becoming a lifelong enterprise, and with
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TEAM MEMBERS: Margaret Welgel Carrie James Howard Gardner
resource research Public Programs
There is a growing call for greater public involvement in establishing science and technology policy, in line with democratic ideals. A variety of public participation procedures exist that aim to consult and involve the public, ranging from the public hearing to the consensus conference. Unfortunately, a general lack of empirical consideration of the quality of these methods arises from confusion as to the appropriate benchmarks for evaluation. Given that the quality of the output of any participation exercise is difficult to determine, the authors suggest the need to consider which aspects
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TEAM MEMBERS: Gene Rowe Lynn Frewer
resource research Public Programs
In the past five years, informal science institutions (ISIs), science communication, advocacy and citizen action groups, funding organizations, and policy-makers in the UK and the USA have become increasingly involved in efforts to promote increased public engagement with science and technology (PEST). Such engagement is described as taking place within the context of a “new mood for dialogue” between scientific and technical experts and the public. Mechanisms to increase PEST have taken a number of forms. One of the most visible features of this shift towards PEST in ISIs is the organization
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TEAM MEMBERS: Jane Lehr Ellen McCallie Sarah Davies Brandiff Caron Sally Duensing
resource research Public Programs
What if every kid had access to a real workshop? Like the ones in the corners of garages across the country: a basic array of tools, bits and pieces of hardware, piles of scrap materials and fasteners, plus stacks of unsorted boxes containing the remnants of projects gone by. Visualize also that the workshop held a few musical instruments-guitars, a keyboard, some percussion-as well as art supplies: markers, paints, clay, and the tools to shape it, ribbons glitter, beads, fabric, etc. n top of this, picture the workshop having a few hands-on exhibits to explore and manipulate-a vacuum chamber
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TEAM MEMBERS: Curt Gabrielson
resource research Public Programs
In recent years, novel paradigms of computing have emerged, which enable computational power to be embedded in artefacts and environments in novel ways. These developments may create new possibilities for using computing to enhance learning. This paper presents the results of a design process that set out to explore interactive techniques, which utilized ubiquitous computer technology, to stimulate active participation, involvement and learning by children visiting a museum. Key stakeholders, such as museum curators and docents, were involved throughout the process of creating the exhibition
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TEAM MEMBERS: Tony Hall L. Banon
resource research Media and Technology
In this article, we describe a preliminary study that integrates research on engineering design activities for K-12 students with work on microworlds as learning tools. Here, we extend these bodies of research by exploring whether - and how - authentic recreations of engineering practices can help students develop conceptual understanding of physics. We focus on the design-build-test (DBT) cycle used by professional engineers in simulation-based rapid modeling. In this experiment, middle-school students worked for 10 hr during a single weekend to solve engineering design challenges using
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TEAM MEMBERS: Gina Navoa Svarovsky David Williamson Shaffer
resource research Exhibitions
Research suggests that conversations at museums contribute to, as well as serve as evidence for, learning. Many museums use labels to provide visitors with information as well as stimulate conversation about exhibit topics. However, most studies on exhibit labels do not centre on conversations. This investigation uses a Vygotskian framework to examine the ways questions in exhibit labels can stimulate conversations in a science museum. We examined the questions and explanations that appeared in conversation occurring under three label conditions (Current Label, Added question “Why is this here
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TEAM MEMBERS: Jill Hohenstein Lynn Uyen Tran
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It discusses the second season of SciGirls, a multimedia project designed to encourage and empower more girls to pursue careers in STEM.
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TEAM MEMBERS: Twin Cities Public Television Rita Karl
resource research Professional Development, Conferences, and Networks
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project designed to increase informal learning opportunities for blind youth in STEM.
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TEAM MEMBERS: National Federation of the Blind Mark Riccobono
resource research Exhibitions
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. STAR Library Education Network (STAR_Net) is a national program led by the Space Science Institute’s National Center for Interactive Learning (NCIL). STAR stands for Science-Technology Activities and Resources (www.starnetlibraries.org). Core partners include the American Library Association, Lunar and Planetary Institute, and the National Girls Collaborative Project. Other partners include the National Academy of Engineering, Engineers Without Borders-USA, IEEE-USA, the National Renewable Energy Lab, American Geophysical
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TEAM MEMBERS: SPACE SCIENCE INSTITUTE/National Center for Interactive Learning Paul Dusenbery