Science magazines have an important role in disseminating scientific knowledge into the public sphere and in discussing the broader scope affected by scientific research such as technology, ethics and politics. Student-run science magazines afford opportunities for future scientists, communicators, politicians and others to practice communicating science. The ability to translate ‘scientese’ into a jargon-free discussion is rarely easy: it requires practice, and student magazines may provide good practice ground for undergraduate and graduate science students wishing to improve their
The rapid spread of technologies involving the application of “Genetic Modification (GM)” raised the need for science communication on this new technology in society. To consider the communication on GM in the society, an understanding of the current mass media is required. This paper shows the whole picture of newspaper discourses on GM in Japan. For the Japanese public, newspapers represent one of the major sources of information on GM. We subjected the two Japanese newspapers with the largest circulation, the Asahi Shimbun and Yomiuri Shimbun, to an analysis of the full text of
Basing mainly on author's direct involvement in some science communication efforts in India, and other reports, this contribution depicts and analyses the present science communication/ popularization scenario in India. It tries to dispel a myth that rural people don't require or don’t crave for S&T information. It discusses need for science and technology communication, sustaining curiosity and creating role models. Citing cases of some natural, 'unnatural' and organized events, it recounts how S&T popularization efforts have fared during the past decade and a half. It's made possible using
This article offers findings from a learning sciences-informed evaluation of a nanoscience and nanotechnology exhibition called Nano-Aventura (NanoAdventure), based on four interactive-collaborative games and two narrated videos. This traveling exhibition was developed in Brazil by the Museu Exploratório de Ciências for children and teenagers (ages 9 to 14), but it was also open to the general public. We report findings from a mixed-methods study incorporating questionnaires completed by visiting school children (n=814) and the general public (n=338) and interviews with school visitors (n=23)
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Museu Exploratorio de CienciasSandra MurrielloMarcelo Knobel
When we think of mobility in technical terms, we think of topics such as bandwidth, resource management, location, and wireless networks. When we think of mobility in social or cultural terms, a different set of topics come into view: pilgrimage and religious practice, globalization and economic disparities, migration and cultural identity, daily commutes and the suburbanization of cities. In this paper, we examine the links between these two aspects of mobility. Drawing on non-technological examples of cultural encounters with space, we argue that mobile information technologies do not just
The article discusses the significance of student's participation in a wireless, handheld field trip in the U.S. It is a program that comprises of a mix of podcasts, student multimedia creation, Web research and interviewing, designed by the Harvard Graduate School of Education. The innovation is vital to students' learning because it will allow them to interact with museum exhibits in a guided yet exploratory way and to increase both the amount of time students spend at exhibits and the depth of engagement with each exhibit. It revealed that in a museum setting, the technology can be used to
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Aliece WellerJohn BickarPaul McGuiness
This is a study of the opportunities currently provided by interactive science and technology centres for visitors’ engagement in the field of acoustics. E-mails, requesting a description of exhibits on acoustics (sound and hearing) in use, were sent to members of staff of interactive science and technology centres around the world as well as to companies that design and sell exhibits. Eighty-seven descriptions of distinctive interactive exhibits were received and analysed. Results show that: there are few analogy-based exhibits concerning the more complex aspects of acoustics; narratives
Open collaborative authoring systems such as Wikipedia are growing in use and impact. How well does this model work for the development of educational resources? In particular, can volunteers contribute materials of sufficient quality? Could they create resources that meet students’ specific learning needs and engage their personal characteristics? Our experiment explored these questions using a novel web-based tool for authoring worked examples. Participants were professional teachers (math and non-math) and amateurs. Participants were randomly assigned to the basic tool, or to an enhanced
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Turadg AleahmadVincent AlevanRobert Kraut
During times of continuing growth of digital resources for teaching, learning and research, the key objective of this study is to evaluate the genuine suitability of online publishing tools – podcasting in particular – as a means to make art more accessible. The first part of the thesis addresses the nature of the changes which affect museums today: the rapid digitisation of culture, changes in the way artists produce, museums present and audiences consume art, and finally the challenges and opportunities which arise for museums within a Web 2.0 environment. The analysis of these key contexts
A youth media program called Youthscapes not only helps participants combat negative stereotypes of urban teens, but also gives them a sense of group solidarity that enables them to function as responsible media producers when they venture out into the community.
Community technology centers (CTCs) help bridge the digital divide for immigrant youth in disadvantaged neighborhoods. A study of six CTCs in California shows that these centers also promote positive youth development for young people who are challenged to straddle two cultures.
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Rebecca LondonManuel PastorRachel Rosner
This paper suggests new strategies for introducing students to robotics technologies and concepts, and argues for the importance of providing multiple entry points into robotics. In particular, the paper describes four strategies that have been successful in engaging a broad range of learners: (1) focusing on themes, not just challenges; (2) combining art and engineering; (3) encouraging storytelling; (4) organizing exhibitions, rather than competitions. The paper describes a new technology, called the PicoCricket, that supports these strategies by enabling young people to design and program
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Natalie RuskMitchel ResnickRobbie BergMargaret Pezalla-Granlund