Probably among the first to deal with it, nearly sixty years ago, Norbert Wiener, the founding father of cybernetics (The human use of human beings. Cybernetics and Society, Houghton Mifflin Company, London, 1950), prefigured its opportunities, as well as its limitations. Today, it is a quite common belief. We have entered (are entering) a new, great era in the history of human society: the age of information and knowledge.
The knowledge society is a new social species that, despite many uncertainties and some (old and new) ambiguities, is emerging on the horizon of the 21st century. Placed at the convergence of two long-term processes (society of individuals and knowledge society), it is characterised by the social-economic process of knowledge circulation, which can be divided into four fundamental phases (generation, institutionalisation, spreading and socialisation). The current situation also sees the traditional (modern) structure of knowledge being outdated by the convergence of nanotechnologies
An advanced expression of culture and of social evolution, contemporary technology, which increasingly incorporates endless quantities of scientific knowledge, has acquired a decisive power on human existence and on the natural system supporting it. It has the ability, now demonstrated, to attain a vast improvement in the quality of life if one can benefit from proper amounts of it and to prolong life for decades. On the other hand, its results may also go in a totally opposite direction, either against ourselves or our descendants, or other populations. A similar theory is true for life
To address this challenge of depicting a world we can't see, the NISE Network Visualization Laboratory at the Exploratorium invited artists and scientists to explore ways of representing the nanoscale through a series of commissions, installations, and residencies in 2006. Drawing from a spectrum of artistic media and approaches, the results of these experiences are documented in this report. The PDF is a printable, archival document of the ArtNano website that was produced by the Exploratorium for the NISE Network in 2007.
In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game
The development and use of the Web by science-technology museums, mass media, and other informal science learning resource centers to enable remote public access to their resources and expand their educational outreach programs has grown enormously over the past decade. Similarly, many "open source" learning and education portals are rapidly growing into major free global lifelong learning resources. At the same time, U.S. student achievement in science in middle and high schools continues to be lag far behind that of students in many developed countries, and many American K-8 science teachers
In this paper we discuss our approach to designing two public exhibitions, where our goal has been that of facilitating and supporting visitors' own contributions to the exhibits. The approach behind our work sees the role of technology that is supporting people's experiences of heritage as moving away from delivery of information, and towards enabling visitors to create the content of the exhibit. This approach is aimed at encouraging active reflection, discussion and appropriation, in the tradition of human-centred interaction design. In the paper we present two installations, "Re-Tracing
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Luigina CiolfiLiam BannonMikael Fernstrom
This study compared grandparent-grandchild groups who experienced an informal science exhibition by visiting a museum or by visiting a website. Although intergenerational learning is often the focus of visitor research, few studies have focused specifically on grandparents as an audience. Do they have unique intergenerational needs that museums and websites are not yet supporting? Do they find museums and websites to be good places to learn alongside their grandchildren? Our findings suggested that grandparents prefer museums as locations for intergenerational learning because the museum
This action plan lays out a structure that will allow stakeholders from local, State, and Federal governments, as well as nongovernmental STEM education stakeholder groups, to work together to coordinate and enhance the Nation's ability to produce a numerate and scientifically and technologically literate society and to increase and improve the current STEM education workforce. Strategies for producing the next generation of innovators are not explicitly addressed in this action plan and will require subsequent study. A coherent system of STEM education is essential to the Nation's economy and
NSF's Cyberinfrastructure Vision for 21st Century Discovery is presented in a set of interrelated chapters that describe the various challenges and opportunities in the complementary areas that make up cyberinfrastructure: computing systems, data, information resources, networking, digitally enabled-sensors, instruments, virtual organizations, and observatories, along with an interoperable suite of software services and tools. This technology is complemented by the interdisciplinary teams of professionals that are responsible for its development, deployment and its use in transformative
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National Science Foundation
resourceresearchProfessional Development, Conferences, and Networks
Learning In and Out of School in Diverse Environments is the product of a two-year project during which a panel convened by the LIFE Center (an NSF Science of Learning Center) and the Center for Multicultural Education identified important principles that educational practitioners, policy makers, and future researchers can use to build upon the learning that occurs in the homes and community cultures of students from diverse groups. This report lays out an argument for focusing on cross setting learning as key to equity in STEM education.
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The LIFE Center (The Learning in Informal and Formal Enivronments Center)University of WashingtonJames BanksKathryn AuArnetha BallPhilip BellEdmund GordonKris GutierrezShirley HeathCarol LeeYuhshi LeeJabari MahiriNa'ilah Suad NasirGuadalupe ValdesMin Zhou
As an increasing number of robots have been designed to interact with people on a regular basis, research into human-robot interaction has become more widespread. At the same time, little work has been done on the problem of longterm human-robot interaction, in which a human uses a robot for a period of weeks or months. As people spend more time with a robot, it is expected that how they make sense of the robot - their “cognitive model” of it - may change over time. In order to identify factors that will be critical to the future development of a quantitative cognitive model of long-term human