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resource research Public Programs
The article examines how school library programs are uniquely suited to initiate innovative thinking on how to leverage resources such as science fiction to help young people see the value of science, technology, engineering, and mathematics (STEM) in their daily lives. The authors report on the Sci-Dentity project launched in January 2012 which involves the collaboration between researchers and librarians at the University of Maryland in designing ways to incorporate sci-fi to STEM.
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TEAM MEMBERS: Mega Subramaniam Amanda Waugh June Ahn Allison Druin
resource research Public Programs
America's adult populace has failed to keep pace with the rapid inundation of science-centric knowledge affecting nearly every facet of personal, familial, and communal life. With three out of eveiy four American adults considered scientifically illiterate, adult civic science literacy (CSL) has reached alarmingly low levels. The purpose of this research is to determine if the CSL of adults can be elevated through a renewed citizen science paradigm (RCSP)-incorporating nonformal outdoor adult education and structured experiential learning-in which volunteers conduct scientific research in an
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TEAM MEMBERS: David Cronin Jonathan Messemer
resource research Public Programs
There is little evidence that the prevailing strategies of science education have an impact on the use and interpretation of science in daily life. Most science educators and science education researchers nonetheless believe that science education is intrinsically useful for students who do not go on to scientific or technical careers. This essay focuses on the 'usefulness' aspect of science literacy, which I contend has largely been reduced to a rhetorical claim. A truly useful version of science literacy must be connected to the real uses of science in daily life-what is sometimes called
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TEAM MEMBERS: Noah Feinstein
resource research Media and Technology
The article presents information on the use of informational graphic novels to improve student motivation for reading instruction in U.S. education. The author looks at U.S. Common Core State Standards and close reading techniques. The article also discusses the use of Japanese Manga comic books in mathematics education.
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TEAM MEMBERS: William Brozo
resource research Media and Technology
The article discusses the use of comics in teaching science. Sharing a comic before starting a class puts students in a more receptive mood for the lesson that follows. Comics can be used as attention-getters and critical thinking stimulants. The comics to use should be related to the lesson to be discussed. Comics can also be used to ease the pain of returning an exam to a class that has performed poorly. They can be used to illustrate or explain a concept. Be critical in choosing a comic series since only a few are explicitly scientific.
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TEAM MEMBERS: Kerry Cheesman
resource research Exhibitions
This report addresses findings from the Bilingual Exhibit Research Initiative (BERI), a National Science Foundation-­‐funded project (NSF DRL#1265662) through the Advancing Informal STEM Learning (AISL) program. This Pathways (planning grant) project was a 3-­‐year project designed to better understand current practices in bilingual exhibitions and Spanish-­‐speaking visitors’ uses and perceptions of bilingual exhibitions. Responding to a lack of extensive evaluation or audience research in informal science education (ISE) bilingual interpretation, the Bilingual Exhibit Research Initiative
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TEAM MEMBERS: San Diego Society of Natural History Steven Yalowitz Cecilia Garibay Nan Renner Carlos Plaza
resource evaluation Exhibitions
Storyland: A Trip Through Childhood Favorites (Storyland) brings seven beloved picture books to life in a 1,500 square foot exhibition at the Minnesota Children’s Museum (MCM) from September 2011 through early February 2012. Designed and developed by MCM through an IMLS grant, Storyland is aimed at children newborn through 8 years old and the adults in their lives. The books featured in the exhibit include: The Tale of Peter Rabbit (Potter), If You Give A Mouse A Cookie (Numeroff), Chicka Chicka Boom Boom (Martin and Archambault), The Snowy Day (Keats), Tuesday (Wiesner), and Where’s Spot?
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TEAM MEMBERS: Minnesota Children's Museum Cheryl Kessler
resource research Media and Technology
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai