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resource project Media and Technology
"Ongoing collaboration-wide IceCube Neutrino Observatory Education and Outreach efforts include: (1) Reaching motivated high school students and teachers through IceCube Masterclasses; (2) Providing intensive research experiences for teachers (in collaboration with PolarTREC) and for undergraduate students (NSF science grants, International Research Experience for Students (IRES), and Research Experiences for Undergraduates (REU) funding); and (3) Supporting the IceCube Collaboration’s communications needs through social media, science news, web resources, webcasts, print materials, and displays (icecube.wisc.edu). The 2014 pilot IceCube Masterclass had 100 participating students in total at five institutions. Students met researchers, learned about IceCube hardware, software, and science, and reproduced the analysis that led to the discovery of the first high-energy astrophysical neutrinos. Ten IceCube institutions will participate in the 2015 Masterclass. PolarTREC teacher Armando Caussade, who deployed to the South Pole with IceCube in January 2015, kept journals and did webcasts in English and Spanish. NSF IRES funding was approved in 2014, enabling us to send 18 US undergraduates for 10-week research experiences over the next three years to work with European IceCube collaborators. An additional NSF REU grant will provide support for 18 more students to do astrophysics research over the next three summers. At least one-third of the participants for both programs will be from two-year colleges and/or underrepresented groups. "
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TEAM MEMBERS: Jim Madsen Silvia Bravo Gallart
resource research Public Programs
Educational policy increasingly emphasizes knowledge and skills for the preprofessional “science pipeline” rather than helping students use science in daily life. We synthesize research on public engagement with science to develop a research-based plan for cultivating competent outsiders: nonscientists who can access and make sense of science relevant to their lives. Schools should help students access and interpret the science they need in response to specific practical problems, judge the credibility of scientific claims based on both evidence and institutional cues, and cultivate deep
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TEAM MEMBERS: Noah Feinstein Sue Allen Edgar Jenkins
resource research Media and Technology
This document is a “think piece” about why and how informal science, technology, engineering, and math (STEM) education institutions could be placing amusing, novel experiences in people’s paths to create memorable STEM experiences embedded in their everyday lives. The report focuses on what we learned about creating interactive STEM exhibits in public spaces outside of a science center. That said, the content can inform hands-on learning experiences on other topics, as well, within the limits outlined.
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TEAM MEMBERS: Oregon Museum of Science and Industry Kyrie Thompson Kellett Marilyn Johnson Marcie Benne Chris Cardiel Barry Walther Mary Soots Scott Pattison
resource research Media and Technology
Scratch is a “media-rich programming environment” recently developed by MIT’s Media Lab that “lets you create your own animations, games, and interactive art.” Although Scratch is intended to “enhance the development of technological fluency [among youths] at after-school centers in economically disadvantaged communities,” we find remarkable potential in this programming environment for higher education as well. We propose Scratch as a first language for first-time programmers in introductory courses, for majors and non-majors alike. Scratch allows students to program with a mouse
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TEAM MEMBERS: David Malan Henry Leitner
resource research Media and Technology
This paper describes a platform for sharing programmable media on the web called ScratchR. As the backbone of an on-line community of creative learners, ScratchR will give members access to an audience and inspirational ideas from each other. ScratchR seeks to support different states of participation: from passive consumption to active creation. This platform is being evaluated with a group of middle-school students and a larger community of beta testers.
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TEAM MEMBERS: Andres Monroy-Hernandez
resource research Media and Technology
The focus of this paper is to turn our attention to the arts as an understudied area within the computer-supported collaborative learning community and examine how studying the learning of arts and programming can open new avenues of research. We document, describe, and analyze urban youths’ media arts practices within the context of the design studio, particularly by focusing on how collaboration, computation, and creativity play out within this context. We utilize a mixed methods design that draws upon three approaches: (1) participant observations; (2) media arts object analyses; and (3)
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai
resource research Exhibitions
CERN’s Large Hadron Collider, the world’s largest particle physics facility, provides museological opportunities and challenges. Visitor interest in cutting-edge physics, with its high media profile, is tempered by anxiety about understanding complex content. The topic does not readily lend itself to traditional museum showcase-dominated displays: the technology of modern particle physics is overwhelmingly large, while the phenomena under investigation are invisible. For Collider, a major temporary exhibition, the Science Museum adopted a ‘visit to CERN’ approach, recreating several of the
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TEAM MEMBERS: Alison Boyle Harry Cliff
resource research Public Programs
Oramics to Electronica was a 2011 Science Museum project designed to put the tools of museum participation in the service of research into public history, taking the history of electronic music as our example. The primary output was a temporary exhibition. Whereas the term ‘public history’ is often used to denote popularisation of academic history, in this inflection we are primarily concerned with how lay people like our visitors think about the past in general, and about the past of science and technology in particular. Taking the opportunities that arose, we worked with two ‘expert’ groups
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TEAM MEMBERS: Tim Boon Merel van der Vaart Katy Price
resource evaluation Media and Technology
This report presents the results of a front-end evaluation with Saint Louis Science Center visitors on the topics of Mars, Mars exploration, engineering, and robotics. This work was conducted by the Research & Evaluation Department of the Saint Louis Science Center. This front-end study was designed to inform the content development of the Bridging Earth and Mars (BEAM) exhibition, which is being developed by the Saint Louis Science Center with the support of funding from NASA. The main objective of the evaluation was to gather information from Science Center visitors about their familiarity
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TEAM MEMBERS: Saint Louis Science Center Betsy O'Brien Kelley Staab Elisa Israel
resource research Public Programs
This report applies a practice-based approach to learning and making in the context of a museum makerspace (The Makeshop at the Children's Museum of Pittsburgh). This perspective draws upon theories of cultural and social learning, which assert an understanding of learning as fundamentally tied to the social and cultural contexts in which it occurs and focuses on the "practices" that define learning communities. The practices identified in this report are observable and/or reportable evidence of learners' engagement in making as a learning process.
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TEAM MEMBERS: Lisa Brahms Peter Wardrip
resource research Professional Development, Conferences, and Networks
The Broader Impacts Infrastructure Summit, held in Arlington, VA, in April 2014, brough together more than 120 professionals from 80 higher education institutions and nonprofits for wide-ranging discussions on broader impacts focused on institutioinal collaboration, guidance, and accountability. Perspectives on Broader Impacts present some of the highlights from the summit, including perspectives from NSF, perspectives of university leaders, and perspectives of university participants.
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TEAM MEMBERS: National Science Foundation (NSF)
resource research Professional Development, Conferences, and Networks
The "community of practice" (CoP) has emerged as a potentially powerful unit of analysis linking the individual and the collective because it situates the role of learning, knowledge transfer, and participation among people as the central enterprise of collective action. The authors’ surface tensions and highlight unanswered questions regarding CoP theory, concluding that it relies on a largely normative and underoperationalized set of premises. Avenues for theory development and the empirical testing of assertions are provided.
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TEAM MEMBERS: Christopher Koliba Rebecca Gajda