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resource project Public Programs
Historic art objects provide a collection of materials that have been naturally aged for decades or even centuries. In addition to the intrinsic archival value of these materials, they are also models for understanding property degradation over long periods of time. This project aims to develop computational and experimental tools needed to understand how these changes take place. To accomplish this task a research network has been established between Northwestern University and leaders in cultural heritage science from the Rijksmuseum and the University of Amsterdam in the Netherlands, the National Research Council in Italy, and the Synchrotron Soleil in France. This new infrastructure promises to deliver a significant enhancement of research and education resources (networks, partnership and increased access to facilities and instrumentation) to a diverse group of users. The art objects central to the project provide a series of well-defined case studies for investigating complex materials systems that are both applicable to materials education and push the limits of the existing analytical tools, thus inspiring instrumental innovations across broad sectors of the physical sciences. Further development of these tools will enable art conservators to more effectively make informed decisions about treatments of works of art, and to understand long-term materials degradation more generally. The project will also deliver a significant enhancement of research and education infrastructure by a diverse group of users and will provide meaningful, international research experience to 50 participants, with a strong emphasis on scientists at the beginning of their careers. In addition, the connections between science and art will illustrate the creative aspects of both disciplines to a very broad audience, attracting a more representative cross section of people into science.
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TEAM MEMBERS: Kenneth Shull Francesca Casadio Oliver Cossairt Aggelos Katsaggelos Marc Walton
resource research Public Programs
This document contains the appendices and literature review from the report "Art+Science: Broadening Youth Participation in STEM Learning." It includes assessment tools used during the project.
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resource research Public Programs
Art and science represent two powerful human ways of investigating and understanding the natural and social world. Both are creative processes involving acts of observation, interpretation, meaning-making, and the communication of new insights. While standards of evidence may vary between the two fields, there are also many common practices. Many artists, for example, employ a range of computational, digital and engineering practices. Many scientists are guided in part by aesthetic considerations in the formulation of questions, theories, and models. In this report we share the results of a
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resource research Media and Technology
Art history images essential for teaching art history and art appreciation courses at institutions of higher education are important for universities' stakeholders (students, faculty and staff, local museums, and the neighbouring community). Digital images displayed on the Web sites of universities worldwide are generally made available through digitizing slide collections, subscribing to digital libraries of art history images, making use of faculty's personal images and using university library catalogues. When creating a collection of art history images, Russian universities are severely
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TEAM MEMBERS: Inna Kizhner Tatiana Kocheva Anna Koulikova Raissa Lozhkina Eugenia Popova
resource project Public Programs
The youth-based ITEST proposal, Invention, Design, Engineering and Art Cooperative (IDEA), will provide 100 students in grades 8-12 from the East Side of St. Paul, Minnesota with IT experiences in engineering and design. The content focus is mechanical and electrical engineering, such as product design, electronics, and robotics with an emphasis on 21st century job skills, including skills in advanced areas of microcontrollers, sensors, 3-D modeling software, and web software development for sharing iterative engineering product design ideas and maintaining progress on student product development. These technologies are practical and specific to careers in engineering and standards for technological literacy. During the three-year project period, a scaffolding process will be used to move students from exploratory activities in Design Teams in the 8th and 9th grades to paid employment experiences in grades 10-12 as part of Invention Crews. All design and product invention work will be directly connected to solving problems for local communities, including families and local businesses. For grades 8 and 9, students will receive 170 total contact hours per year and for grades 10-12, 280 contact hours per year. The participant target goal is 75% participation by girls, and African-American and Latino youth. Students participating in this project are situated within the country's most diverse urban districts with students speaking more than 103 languages and dialects. The schools targeted by this project average 84% of students receiving free or reduced price lunches, and have a population with 81% falling below proficiency in the Grade 8/11 Math MCA-II Test. To achieve the project goals of recruiting underrepresented students, and supporting academic transitions from middle and high school to college and university, the project team aggregated an impressive group of project partners that include schools, colleges, universities, and highly experienced youth and community groups, technology businesses that will provide mentoring of students and extensive involvement by parent and family services. Every partner committed to the project has a longstanding and abiding commitment to serving students from economically challenged areas.
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TEAM MEMBERS: Anika Ward Kristen Murray Rachel Gates David Gundale
resource evaluation Public Programs
Front-end and formative evaluation of the Science Museum of Minnesota'€™s Invention, Design, Engineering, and Art (IDEA) Cooperative youth development program was carried out from June 2008 - May 2009. The front-end and formative evaluation activities were guided by four overarching questions. 1. To what extent are youth able to apply IT and engineering process skills to design challenges? Can they come up with multiple solutions to challenges? Are they persistent problem solvers? 2. To what extent does the program provide youth with the necessary resources to help youth prepare for both
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TEAM MEMBERS: Amy Grack Nelson Melissa Fitzenberger Kathleen Miller Claire Phillippe
resource evaluation Public Programs
All youth in the Science Museum of Minnesota's Kitty Andersen Youth Science Center (KAYSC) are invited to complete a web-based exit survey upon leaving their current team. The survey is the same across all KAYSC teams, with the addition of some questions specific to a team experience and outcomes. This report includes select data from the exit surveys for the Invention, Design, Engineering, and Art (IDEA) Cooperative high school team, called the Invention Crew. The purpose of the exit surveys were to understand youth's overall experience on the IDEA Coop as well as the impact of the IDEA Coop
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TEAM MEMBERS: Amy Grack Nelson Gayra Ostgaard
resource evaluation Public Programs
All youth in the Science Museum of Minnesota's Kitty Andersen Youth Science Center (KAYSC) are invited to complete a web-based exit survey upon leaving their current team. The survey is the same across all KAYSC teams, with the addition of some questions specific to a team’s experience and outcomes. This report includes select data from the exit surveys for the Invention, Design, Engineering, and Art (IDEA) Cooperative middle school team, called the Design Team. The purpose of the exit surveys were to understand youth's overall experience on the IDEA Coop as well as the impact of the IDEA
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TEAM MEMBERS: Amy Grack Nelson Gayra Ostgaard
resource project Media and Technology
Educators from K-12 and higher education are collaborating on a new school of the future projects involving humanoid robots and other forms of robots and student and teacher productivity tools. We are working in the areas of STEAM Plus. (science, technology, engineering, visual and performing arts, mathematics, computer languages and foreign languages) All team members will share their action research results through a traveling exhibition to all twelve public libraries in the city of Long Beach, California. Kids Talk Radio through its Backpack Science, Journalism, and Backpack Robotics programs will create video and audio podcasts of the action research and share findings over the Internet with schools, libraries and museums around the world.
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TEAM MEMBERS: Super School Software Bob Barboza Walter Martinez
resource research Public Programs
Situated in the shade of palm trees in the Miami, FL area, the REM Learning Center serves children aged 12 months to nine years. By having two dedicated Maker Corps Members during the summer, they could increase the number of visits children had to the "Play, Make, Share" studio, continue to experiment with different materials and facilitation strategies, and begin to build the expertise of their staff.
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TEAM MEMBERS: Science Museum of Minnesota Alice Anderson
resource research Public Programs
Long known for its interactive exhibits and extensive educational programming, the Science Museum of Minnesota has also established itself as a place to build and experiment with classic and emerging technology. Specifically during their Activate Saturday afternoons, a special volunteer cohort facilitates hands-on activities that visitors of all ages can access to practice an engineering-design continuum: play, tinker, make, engineer. In the summer of 2013, SMM hosted four Maker Corps Members, three of whom continue to be a part of Activate.
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TEAM MEMBERS: Science Museum of Minnesota Alice Anderson