This paper provides a brief overview of the ideas and principles underlying the connected learning movement, highlighting examples of how libraries are boosting 21st-century learning and promoting community development by partnering with a range of organisations and individuals to incorporate connected opportunities into their programmes. The connected learning movement supports interest-driven, peer-supported, and academically oriented learning for youth by promoting the core values of equity, participation, and social connection. By connecting formal and informal learning organisations with
This research explores how to support collaborative learning practices when science museum visitors employ their own personal mobile devices as Opportunistic User Interfaces (O-UIs) to manipulate a simulation-based museum exhibit. The sophisticated graphical capabilities of modern mobile devices have the potential to distract visitors, a phenomenon known as the heads-down effect. To study the impact of O-UI design on collaboration, a highly-dynamic "complex" O-UI was contrasted against more simplistic, "remote-control" OUI design, in the context of a cancer-treatment simulation. As expected
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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TEAM MEMBERS:
Eric KlopferJudy PerryKurt SquireMing-Fong JanConstance Steinkuehler
Studies of interactive systems in museums have raised important design considerations, but so far have failed to address sufficiently the particularities of family interaction and co-operation. This paper introduces qualitative video-based observations of Japanese families using an interactive portable guide system in a museum. Results suggest that interaction with the system is socially structured through family relationships, leading to unexpected usage. The paper highlights the necessity to more fully consider familial relationships in HCI.
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TEAM MEMBERS:
Tom HopeYoshiyuki NakamuraToru TakahashiAtsushi NobayashiShota FukuokaMasahiro HamasakiTakuichi Nishimura
"Hybrid spaces for science learning" refers to the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. Learning science within hybrid spaces can be a fun, engaging, and reflective experience. Further, hybrid spaces are inherently social, facilitating dialogue and social exchange, as well as the construction of knowledge, paralleling the nature of contemporary science. This symposium brings together several research programs that address learning "across contexts" that span classroom activities
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TEAM MEMBERS:
Ole SmordalJim SlottaTom MoherMichelle LuiAlfredo Jornet
In recent years, many technological interventions have surfaced, such as virtual worlds, games, and digital labs, that aspire to link young people's interest in media technology and social networks to learning about science, technology, engineering, and math (STEM) areas. Despite the tremendous interest surrounding young people and STEM education, the role of school libraries in these initiatives is rarely examined. In this article, we outline a sociocultural approach to explore how school library programs can play a critical role in STEM education and articulate the need for research that
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Mega SubramaniamJune AhnKenneth FleischmannAllison Druin
The purpose of this article is to discuss the media effects approach broadly, to point out limitations the traditional approach imposes on the field, and to discuss a “mix of attributes” approach with a focus on the study of “new” technologies for the dissemination of news. It is argued that the mix of attributes approach would better serve to advance both theory and empirical research, not only in the area of new media technologies, but also for more traditional media effects research.
The National Science Teachers Association (NSTA), the Association of Science-Technology Centers (ASTC) and their research/evaluation partner, David Heil and Associates (DHA), will conduct front-end research to develop, pilot, and evaluate (formatively and summatively) a peer-reviewed journal and associated multi-media resources designed to catalyze innovative advances and learning across formal and informal science, technology, engineering, and mathematics (STEM) education communities. The goal is to identify content that is useful and appeals to the intersection of three target audiences: informal educators, formal educators and researchers conducting research at the intersection of in-school and out-of-school learning. This informal science education (ISE) "journal" would be a multi-media resource, available in both print and electronic forms, that could include videos or digital interactives and provide the potential for audience/reader feedback mechanisms, including input via social media. The publication proposed in this project has the potential to satisfy in part a key need identified in a Wellcome Trust study, Analysing the UK Science Education Community: The contribution of informal providers. The study report identifies the need to build an international depository of what has been and is being learned in ISE experiences at the boundary of in-school and out-of-school STEM learning - including syntheses of research, program evaluations, policy reports and illustrative cases studies. The proposed journal will also provide a vehicle to encourage and develop incentives for practitioners to publish results of their work. The project will use surveys, phone interviews and focus groups to conduct: 1) a landscape assessment, identifying what resources are already available to target audiences, how they are used, and what is missing; 2) front-end research with target audiences prior to publication of pilot issues, assessing interests, needs, and expectations and testing early topics, delivery formats, and discussion vehicles; and (3) formative and summative evaluation, assessing how well the (two-issue) pilot and associated social media vehicles foster synergy and satisfy the needs of the identified target audiences.
There is a growing commitment within science centres and museums to deploy computer-based exhibits to enhance participation and engage visitors with socio-scientific issues. As yet however, we have little understanding of the interaction and communication that arises with and around these forms of exhibits, and the extent to which they do indeed facilitate engagement. In this paper, we examine the use of novel computer-based exhibits to explore how people, both alone and with others, interact with and around installations. The data are drawn from video-based field studies of the conduct and
Adolescents often pursue learning opportunities both in and outside school once they become interested in a topic. In this paper, a learning ecology framework and an associated empirical research agenda are described. This framework highlights the need to better understand how learning outside school relates to learning within schools or other formal organizations, and how learning in school can lead to learning activities outside school. Three portraits of adolescent learners are shared to illustrate different pathways to interest development. Five types of self-initiated learning processes
There is a movement afoot to turn the acronym STEM—which stands for science, technology, engineering, and mathematics—into STEAM by adding the arts. Science educators have finally begun to realize that the skills required by innovative STEM professionals include arts and crafts thinking. Visual thinking; recognizing and forming patterns; modeling; getting a "feel" for systems; and the manipulative skills learned by using tools, pens, and brushes are all demonstrably valuable for developing STEM abilities. And the National Science Foundation and the National Endowment for the Arts have gotten
The development of interactive, participatory, multisensory environments that combine the physical with the virtual comes as a natural continuation to the computer game industry's constant race for more exciting user experiences. Specialized theme parks and various other leisure and entertainment centers worldwide are embracing the interactive promise that games have made users expect. This is not a trend limited to the entertainment domain;non-formal learning environments for children are also following this path, backed up by a theoretical notion of play as a core activity in a child's