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resource research Media and Technology
When it comes to STEM education, the nation’s K–12 public schools cannot do it all. The nature of 21st century proficiency in science, technology, engineering, and mathematics is too complex for any single institution. The good news is that schools do not have to do it alone. Museums, zoos, nature centers, aquariums, and planetariums are among the several thousand informal science institutions in the United States that regularly engage young people in observing, learning, and using STEM knowledge and skills. Providing a richness of resources unavailable in any classroom, informal science
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TEAM MEMBERS: Community for Advancing Discovery Research in Education (CADRE)
resource research Media and Technology
A multimodal semiotic approach is applied in this chapter to three examples to illustrate how the use of digital technology in museums and galleries can re-mediated the visitor experience (Jewitt, 2009; Kress, 2009). The examples are selected to expand upon the themes raised in Chapter X. They each explore different technologies, contexts and purposes and to illustrate the successful use of digital technology in exhibitions, galleries, or interventions: 1. You Tube and Flickr: The Weather Project by Olafur Eliasson at the Tate Modern Museum; 2. Interactive artefacts, virtual tours and Websites
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TEAM MEMBERS: Carey Jewitt
resource research Public Programs
Based on lessons learned from more than a decade of OST STEM programming for urban youth, Project Exploration proposes an alternative to the pipeline: Youth-Science Pathways. Youth-Science Pathways enable program providers to move beyond “pipeline” priorities to design for outcomes in which STEM learning experiences support young people’s social and emotional development. Changing the metaphor from a pipeline to pathway transforms the purpose of the educational effort: rather than an endeavor in which students’ experiences support STEM academic and workforce outcomes, STEM experiences are put
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TEAM MEMBERS: Gabrielle Lyon
resource research Media and Technology
In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in computer science areas. The study required the development of various forms of multimedia that were inclusive of content and activities delivered in a distance environment via the Internet. The team worked with a game art and design graduate class to
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TEAM MEMBERS: Jeremy Ernst Aaron Clark
resource research Media and Technology
This response to Leah A. Bricker and Phillip Bell's paper, GodMode is his video game name, examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning, and move on to thinking about how these insights can actually inform game design practice.
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TEAM MEMBERS: Melissa Biles
resource research Media and Technology
The authors review the giant screen (GS) film literature to determine if the form has unique attributes that contribute to science learning. They find that four attributes are claimed to contribute to higher learning outcomes: the sense of immersion by reducing peripheral views to a minimum; first person perspective contributing to the sense of presence in the film; narrative structure; and sensory stimulation of mirror neurons that promote kinesthetic learning. They demonstrate that most claims are without support in empirical research but uncover some recent results that give reason to
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TEAM MEMBERS: John Fraser Joe E Heimlich John Jacobsen Victor Yocco Jessica Sickler Jim Kisiel Mary Nucci Lance Jones Jeanie Stahl
resource research Public Programs
The article discusses how STEM (Science, Technology, Engineering, and Mathematics) education resources can be implemented in to public libraries and services for teenagers. The author notes that with an increased importance placed on STEM subjects, it is important for librarians to consider resources and programs for students beyond what they typically offer. The article lists suggested ways librarians can integrate STEM into public library work, including introducing STEM resources to students when visiting schools, promoting STEM programs to parents and educators, and creating STEM booklists
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TEAM MEMBERS: Holly Anderton
resource research Public Programs
The article discusses the Helen M. Marshall Children's Library Discovery Center in Jamaica, New York. The resource center is designed to encourage science learning, reflect the cultural aspects of Queens, New York, and allow students to engage in science experiments. Exhibits mentioned in the article include bug observations, color mixing, and using touch sensors to identify objects. Other topics discussed by the author include incorporating STEM (Science, Technology, Engineering and Math) education, library outreach programs, and teenagers on the library staff.
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TEAM MEMBERS: Sharon Cox
resource research Public Programs
The article discusses how STEM (Science, Technology, Engineering, and Math) education will affect the work of teen librarians and the Young Adult Library Services Association (YALSA). According to the article, YALSA created a STEM task force whose objectives include developing a list of recommended reading related to STEM, compiling STEM resources online, and creating a "STEM in Libraries" toolkit.
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TEAM MEMBERS: Shannon Peterson
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
The article discusses strategies for public libraries to offer programs and resources for science, technology, engineering, and mathematics (STEM) education and activity programs. The author comments on how public libraries can partner with businesses to offer STEM resources to library patrons and strengthen the role public libraries play in terms of education in their communities. Topics include the possibility of public libraries learning from science fairs to incorporate displays and nonfiction book lists that promote science, as well as strategies to organize nonfiction book holdings.
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TEAM MEMBERS: Jennifer Hopwood
resource research Public Programs
This article explores the roots of the citizen science movement. It uses several ongoing projects as examples, including the Audubon's Christmas Bird Count, research into bee colony collapse, and nanotechnology programs. The article concludes by providing guidance for the development of future citizen science projects, focusing on an increased dialogue between traditional and informal science education.
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TEAM MEMBERS: Michael Mueller Deborah Tippins Lynn Bryan