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resource evaluation Summer and Extended Camps
The Saint Louis Science Center (SLSC) project Bridging Earth and Mars (BEAM) will engage the general public and children from schools and community groups with the National Aeronautical and Space Administration’s (NASA’s) exploration of Mars through exhibits simulating control of robotic rovers on the surface of Mars as well as related educational programming. This front-end evaluation for BEAM youth programs provides information to the BEAM project team about the levels of knowledge, attitudes, and skills among low-income and minority young people who are part of the field trip workshop
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TEAM MEMBERS: Saint Louis Science Center Carey Tisdal
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 research Exhibitions
The instrument maker James Short, whose output was exclusively reflecting telescopes, was a sustained and consistent supporter of the clock and watch maker John Harrison. Short’s specialism placed his work in a tradition that derived from Newton’s Opticks, where the natural philosopher or mathematician might engage in the mechanical process of making mirrors, and a number of prominent astronomers followed this example in the eighteenth century. However, it proved difficult, if not impossible, to capture and communicate in words the manual skills they had acquired. Harrison’s biography has
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TEAM MEMBERS: Jim Bennett
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 Exhibitions
Accounts of the life of Scottish engineer James Watt have tended to take a rather monocular approach to his life’s work – primarily concentrating on the steam engine. However, the evidence of Watt’s workshop, preserved at the Science Museum, points to the diverse nature of his interests, and particularly to the close integration of philosophical and pragmatic elements in his work. Here is the workplace of one of the savant-fabricants that Britain’s ‘Industrial Enlightenment’ depended upon. All was, however, underpinned by physical work and the creation of tangible artefacts that took into
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TEAM MEMBERS: Ben Russell
resource research Exhibitions
When George Adams assembled a large collection of philosophical instruments for King George III in the early 1760s, he drew on a variety of printed books as sources of experiments and instrument designs. Most important of these was Mathematical Elements of Natural Philosophy by the Dutch mathematician and philosopher Willem ’s Gravesande, whose own collection of instruments is now in the Museum Boerhaave in Leiden. Papers in the Science Museum archives reveal the specific practices through which Adams used books such as Mathematical Elements in the course of his business. These techniques
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TEAM MEMBERS: Florence Grant
resource research Media and Technology
There can be a mistaken impression that the new vision for K-12 science education is only relevant to classroom science instruction. But youth frequently engage in powerful science and engineering activities that take place after or outside-of-school. They learn STEM content, engage in STEM practices, and develop an understanding of how STEM is used in the world. To capitalize on those assets, educators and other stakeholders should learn about, leverage, and broker connections for youth across the STEM learning experiences available in and out of school.
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resource research Media and Technology
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths’ informal media arts practices we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes, and participation. We first outline the history of how students’ creative production has been used to meet the goals of media educators and highlight new trends in media education that are instructive for creative production. Our goal is to introduce and situate the new ways in which youth are
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai
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
resource research Media and Technology
In today's rapidly changing world, people must continually come up with creative solutions to unexpected problems. Success is based not only on what one knows or how much one knows, but on one's ability to think and act creatively. In short, people are now living in the Creative Society. Unfortunately, few of today's classrooms focus on helping students develop as creative thinkers. In addition, the proliferation of new technologies is quickening the pace of change, accentuating the need for creative thinking in all aspects of people's lives. In this article, the author discusses two
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TEAM MEMBERS: Mitchel Resnick
resource research Media and Technology
This paper presents ten guiding principles for designing construction kits for kids: design for designers; low floors and wide walls; make powerful ideas salient - not forced; support many paths, many styles; make it as simple as possible - and maybe even simpler; choose black boxes carefully; a little bit of programming goes a long way; give people what they want - not what they ask for; invent things that you would want to use yourself; and iterate, iterate - then iterate again.
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TEAM MEMBERS: Mitchel Resnick Brian Silverman