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resource research Public Programs
This working white paper begins the process of establishing a research agenda for how to use adult volunteers most effectively to engage K-12 students in STEM subjects. It does so by describing a comprehensive review of the literature, searching for articles and papers about programs designed to increase student interest, engagement, participation and academic achievement/attainment in STEM subjects.
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TEAM MEMBERS: Abt Associates Beth Gamse
resource research Media and Technology
This research follows on a previous study that investigated how digitally augmented devices and knowledge building could enhance learning in a science museum. In this study, we were interested in understanding which combination of scaffolds could be used in conjunction with the unique characteristics of informal participation to increase conceptual and cognitive outcomes. Three hundred seven students from nine middle schools participated in the study. Six scaffolds were used in various combinations. The first was the digital augmentation. The next five were adaptations of knowledge-building
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TEAM MEMBERS: Susan Yoon Karen Elinich Joyce Wang Jaqueline Schooneveld Emma Anderson
resource research Media and Technology
For the purpose of clarity and consistency, the term e-learning is used throughout the paper to refer to technology-enhanced learning and information technology (IT) in teaching and learning. IT depicts computing and other IT resources. Research into e-learning has changed in focus and breadth over the last four decades as a consequence of changing technologies, and changes in educational policies and practices. Although increasing numbers of young people have access to a wide range of IT technologies during their leisure activities, little is known about this impact on their learning. Much of
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TEAM MEMBERS: M. J. Cox
resource research Media and Technology
In this article, we discuss the importance of recognizing students' technology-enhanced informal learning experiences and develop pedagogies to connect students' formal and informal learning experiences, in order to meet the demands of the knowledge society. The Mobile- Blended Collaborative Learning model is proposed as a framework to bridge the gap between formal and informal learning and blend them together to form a portable, flexible, collaborative and creative learning environment. Using this model, three categories of mobile application tools, namely tools for collaboration, tools for
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TEAM MEMBERS: K. W. Lai F. Khaddage Gerald Knezek
resource research Public Programs
This is a handout from the session "Making Space for Innovation: Sampling of Making and Tinkering" at the 2014 ASTC Conference held in Raleigh, NC. The session provided an overview of different makerspaces and tinkering programs, including the goals, opportunities, and challenges of the making movement.
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TEAM MEMBERS: Monika Mayer
resource research Public Programs
To better help museum visitors make sense of large data sets, also called “Big Data”, this study focused on the types of visual representations visitors recognize, and how they make meaning (or not) of various visuals. Individual adults and youths were shown five different data visualizations (one from each of five categories), one at a time, and asked if the visualization looked familiar and how it was read. This study found that Context and previous experience matters. Participants of all ages are familiar with a wide variety of visual displays of data. If a participant encounters a visual
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TEAM MEMBERS: Indiana University Mary Ann Wojton
resource research Public Programs
This is a handout from the session "Dream, Design, Fab! Engaging Youth With Digital Fabrication" at the 2014 ASTC Conference held in Raleigh, NC. The session described the Fab Lab program at the Museum of Science and Industry, Chicago.
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TEAM MEMBERS: Matt Chalker Dan Meyer Rabiah Mayas
resource research Exhibitions
This article describes the development of Human +, an exhibition designed to explore the role of technology in daily life explored through the lens of technologies for people with disabilities. Reflecting the design cycle of Participatory Action Design, Human + integrated participation from people with disabilities, both as users and as designers of technology.
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TEAM MEMBERS: Eric Siegel
resource research Media and Technology
This is a handout from the session "What If There Wasn't a Building? Pecha Kucha" at the 2014 ASTC Conference held in Raleigh, NC. The handout links to a recording of the session.
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TEAM MEMBERS: Eli Kulansky Kathy Gustafson-Hilton Paul Orselli Troy Livingston Phoebe Schenker Julie Bowen Joannna Haas
resource research Public Programs
It is all very well to note the hyperbole about patents and ‘intellectual property’ in the recent battles between technology companies such as Apple, Samsung and HTC. But how can museums productively use collection items marked with a patent beyond workaday tasks of identification and cataloguing? We argue that information on patents can enhance visitors’ critical engagement with museum displays; complex ownership claims and counter-claims in patent disputes can underpin lively narratives based around museum objects. Asking why some objects and not others were patented, and how historical
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TEAM MEMBERS: James Stark Graeme Gooday
resource evaluation Exhibitions
To better help museum visitors make sense of large data sets, also called “big data”, this study investigated if there were generalizable ways in which visitors engage with and then make meaning of such data sets. This front-end study was designed to explore if there were different, distinct, and repeatable patterns intuited by individuals as they work with large data sets. This was a descriptive, process method using a complex card sort with an interview. Each card had the name of one food item written on it. Food items were diverse, including eggs, crackers, lasagna, apples, tofu and almonds
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TEAM MEMBERS: Indiana University Mary Ann Wojton
resource research Media and Technology
This report from the National Research Council explores how learning changes the physical structure of the brain, how existing knowledge affects what people notice and how they learn, the amazing learning potential of infants, and the relationship between classroom learning and learning in everyday settings such as community and the workplace. It identifies learning needs and opportunities for teachers and provides a realistic look at the role of technology in education.
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TEAM MEMBERS: National Research Council