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resource research Public Programs
Classroom tasks should develop a spirit of inquiry and a sense of delight in discovery that will become part of the individual's learning style. Yet in the traditional elementary classroom, the use of worksheets, lectures and basal reading tasks to the exclusion of hands-on, participatory opportunities fails to encourage a child's construction of knowledge. By setting up a problem to be solved, demanding interaction, producing effects from direct actions and allowing variations of approach, cognitive development in children is enhanced. Hands-On Children's Museums encourage contextually
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TEAM MEMBERS: Kathryn Speaker
resource research Exhibitions
This article deals with a pioneering project currently being developed, namely, the Exhibition on Testing and Measurement. This interactive traveling exhibition will be presented in science museums in Israel, the United States, and other countries. It has been conceived as an innovative means of familiarizing the public with educational measurement concepts and scientific principles. The exhibition will initiate and encourage a dialogue regarding the social aspects of testing. Science centers and museums can play a vital role in helping to forge a more authentic relationship between science
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TEAM MEMBERS: Avi Allalouf Diana Alderoqui-Pinus
resource research Media and Technology
Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields. Seventy students in grades 5 through 7 participated in the study in a non- AR or AR condition. Findings showed that students in the AR condition interacted with the magnets significantly longer and demonstrated higher amounts of teamwork. In interviews
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TEAM MEMBERS: Susan Yoon Joyce Wang
resource research Public Programs
This review conducted by the National Institute on Out-of-School Time (NIOST) explores the current discussion and research findings on STEM (Science, Technology, Engineering, and Math) in out-of-school time and reflects on the ways the INSPIRE program model (see Appendix A) incorporates research-based practice in implementing STEM education experiences in out-of-school time. The purpose of the literature review and analysis project is to inform the INSPIRE program managers during the planning and implementation stage of INSPIRE.
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TEAM MEMBERS: Wellesley College
resource research Exhibitions
The purpose of this research study was to investigate: students' schema structure for human evolution; their idiosyncratic conceptual change after visiting a museum exhibition; the role of alternative frameworks during learning; and the function of affect in learning. Thirty eleventh and twelfth grade high school students, eleven males and nineteen females, visited an exhibition on human evolution and participated in an opened-ended pre and post interview and Likert-type questionnaire. The interviews were transcribed, segmented by using shifts in natural language, and pre and post schema
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TEAM MEMBERS: Ismael Calderon
resource research Public Programs
This research illustrates the efficacy of a new approach for collecting and analyzing family conversational data at museums and other informal settings. This article offers a detailed examination of a small data set (three families) that informs a larger body of work that focuses on conversation as methodology. The dialogic content of this work centers on biological themes, specifically adaptation. The biological principle becomes visible when families talk about survival strategies such as breeding or protection from predators. These themes arise from both the family members and the museum
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TEAM MEMBERS: Doris Ash
resource research Media and Technology
One of the most recent additions to the range of Immersive Virtual Environments has been the digital fulldome. However, not much empirical research has been conducted to explore its potential and benefits over other types of presentation formats. In this review we provide a framework within which to examine the properties of fulldome environments and compare them to those of other existing immersive digital environments. We review the state-of-the-art of virtual reality technology, and then survey core areas of psychology relevant to experiences in the fulldome, including visual perception
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TEAM MEMBERS: Simone Schnall Craig Hedge Ruth Weaver
resource research Public Programs
The article focuses on the creation and development of an interactive science museum by middle level students as part of informal science education in the U.S. The said project which primarily targets fifth-grade students aimed at maximizing the active engagement of a learner during his or her experience. It also promotes the minimization of lecture-laden instruction while maximizing an experience-based learning system. The project which is adopted in the late part of 2006 help students to review and synthesize information, collaborate with peers, and specialize science topics.
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TEAM MEMBERS: Jeff Marshall
resource research Media and Technology
Over the last decade, hundreds of planetariums worldwide have adopted digital “fulldome” projection as their primary projection and presentation medium. This trend has far-reaching potential for science centers. Digital planetarium capabilities extend educational and cultural programming far beyond night-sky astronomy. These “digital domes” are, in essence, immersive visualization environments capable of supporting art and live performances and reproducing archeological sites, as well as journeying audiences through the local cluster of galaxies. Their real-time and rapid-update capabilities
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TEAM MEMBERS: Ed Lantz
resource research Media and Technology
This paper advocates for place-based education to guide research and design for mobile computers used in outdoor informal environments (e.g., backyards, nature centers and parks). By bringing together research on place-based education with research on location awareness, we developed three design guidelines to support learners to develop robust science-related understandings within local communities. The three empirically- derived design guidelines are: (1) Facilitate participation in disciplinary conversations and practices within personally-relevant places, (2) Amplifying observations to see
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TEAM MEMBERS: Heather Zimmerman Susan Land
resource research Media and Technology
Viewers believe they are learning from giant screen films. But are they really learning, and what are they learning? This article reviews how evaluators look for learning impact and what evaluators have discovered aboutl learning from giant screen films and their adjunct materials.
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TEAM MEMBERS: Barbara Flagg
resource research Professional Development, Conferences, and Networks
This study documents the views of effective professional development held by eight professional development (PD) providers, representing four informal science institutions (ISI) and four programs within two institutions of higher education (IHE) in a large Midwestern metropolitan area in the United States. This study finds that, while the reported learning and outcome agendas of the providers were similar across the board, a dichotomy in approach to PD emerged according to the type of institution. This dichotomy between ISI and IHE was persistent across thematic categories: (1) language use
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TEAM MEMBERS: Tasmin Astor-Jack Ellen McCallie Phyllis Balcerzak