Evidence for the present study derives from a sample of 574 middle-grades students that participated in the River City Project (RCP) in academic year 2006-07. Central to the RCP is an open-ended video-game-like learning innovation for teaching inquiry-based science and twenty-first century skills. Results of investigation into the students' neomillennial learning styles revealed that, on average, students who (1) prefer creating and sharing artifacts through the Internet are well-suited for learning about disease transmission and scientific problem solving skills in the RCP; and (2) students
This article offers findings from a learning sciences-informed evaluation of a nanoscience and nanotechnology exhibition called Nano-Aventura (NanoAdventure), based on four interactive-collaborative games and two narrated videos. This traveling exhibition was developed in Brazil by the Museu Exploratório de Ciências for children and teenagers (ages 9 to 14), but it was also open to the general public. We report findings from a mixed-methods study incorporating questionnaires completed by visiting school children (n=814) and the general public (n=338) and interviews with school visitors (n=23)
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Museu Exploratorio de CienciasSandra MurrielloMarcelo Knobel
In this article, Eric Siegel, Director and Chief Content Officer at the New York Hall of Science, addresses examples of exhibitions that attempt to create experiences that communicate phenomena too big, small, slow, or abstract for normal sensory comprehension. This article also includes a case study by Gretchen Baker, Exhibition Development Manager at the Field Museum, and a case study by Tim Martin, Principal of Tim Martin Design.