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resource project Media and Technology
Museums continue to invest in and experiment with internet technologies and increasingly with social software environments (i.e., social networking). These technologies have the potential to lead to a number of important intellectual and social outcomes such as learning, community building, and greater public understanding of, in our case, science. It is the possibility of supporting learning in digital environments that is the focus of this research project. In our previous work, online facilitation has emerged as a big deal and perhaps determines successful online museum environments from unsuccessful environments. To study facilitation, we seek to understand facilitation styles and their outcomes in two distinct but representative museum environments. The first, Science Buzz at Science Museum of Minnesota, is a popular website identified by the field to be exemplary because of its educational value and its use of Web 2.0 functionality. The second case is the more distributed use of social software at the North Carolina Museum of Life and Science (MLS). Instead of creating learning platforms that are hosted internally, MLS is experimenting with building learning communities where people are already gathering on the web like Flickr, Twitter, and YouTube. We anticipate being able to identify clear, replicable facilitation styles and to identify outcomes associated with those styles.
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resource project Media and Technology
Several years ago, Kansas City leaders decided to boost future economic growth by developing science and engineering skills in the area’s work force. There was a problem though: Kansas City’s workers and students weren’t very interested in science and engineering. So, five organizations, including a library and museum, founded KC Science, INC to improve science literacy in the bi-state Kansas City metropolitan region. Partners included the Johnson County (KS) Library as the lead partner; Science City, the region’s premier science museum; KCPT, the local public television station; Science Pioneers, a group that produces educational materials and activities for teachers and students; and Pathfinder Science, an online collaborative community of teachers and students engaging in scientific research. The group received a 2006 Partnership for a Nation of Learners* grant from the Institute of Museum and Library Services (IMLS) and the Corporation for Public Broadcasting (CPB) because the community partnership’s focus on science-related careers and lifelong learning helped build a foundation for an informed citizenry.
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TEAM MEMBERS: Erica Reynolds
resource project Media and Technology
Researchers at Michigan State University, University of Washington, Science Museum of Minnesota, and Museum of Life and Science found that there are clear indicators of learning in Science Buzz (www.sciencebuzz.org), the online museum environment studied as part of the Take 2 project. People who participate in conversations through the Buzz blog demonstrate an interest in science, and they leverage their own experiences and identities in order to share science knowledge with others. Researchers utilized indicators of learning as identified in the National Academies report on Learning Science in Informal Environments. Aspects of learning that were particularly important for an online environment like Science Buzz were interest in science, participating in science through the use of language, and identifying as someone who knows about or uses science. Researchers found that Science Buzz participants had a strong interest in scientific issues, utilized argumentation strategies--an important scientific practice--and identified with the importance of science in their lives. In particular: (1) Interest in scientific issues, caring about scientific issues, identifying personally with scientific issues were commonly evident in Science Buzz; (2) There is widespread use of argumentation in relation to scientific issues, an important scientific practice, although the quality of the scientific reasoning associated with these argumentation practices varies; (3) The co-construction of identity between online participants and the host museum is a potentially powerful outcome, as it suggests that online learning environments can facilitate longer-term relationships; (4) The analytical tools developed by this project advance our ability to understand learning in online environments; (5) While some indicators of learning are present, others, such as reflecting on science or co-constructing science knowledge with others, are not present. For museums, encouraging museum staff to engage digital tools and online participants is relatively easy. However, measuring online activity with regard to complex outcomes like learning is extremely difficult. Perhaps the most useful outcome of the Take 2 project, therefore, is a tool that will enable museums to make sense of online activity in relation to powerful outcomes like learning.
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TEAM MEMBERS: kris morrissey Jeff Grabill Bill Hart-Davidson Kirsten Ellenbogen Deborah Perry Troy Livingston Stacey Pigg Katie Wittenauer Beck Tench Alex Curio
resource evaluation Media and Technology
The Nelson-Atkins Museum of Art's Mobile Guide program will offer visitors a new way to interact with the Museum's collections by creating audio and visual content that will be delivered through a mobile-optimized Web site (www.naguide.org). The program, available through a user's own mobile device or via iPod Touch players made available, reflects the Museum's commitment to digital interpretation and its larger goal of broadening public accessibility to its collections. This evaluation is part of the larger Mobile Guide project funded through an Engaging Communities grant awarded from the
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TEAM MEMBERS: Sharisse Butler Nelson-Atkins Museum of Art
resource evaluation Media and Technology
The Take Two Institutional Research Study was an ethnographic case study of the contributions of Web 2.0 philosophy and technologies to museum practice and staff development at the Museum of Life and Science in Durham, North Carolina. It used a naturalistic methodology to investigate staff members' relationships with each other and their publics as the Museum developed and embraced a philosophy of Web 2.0 experimentation, shared authority, and co-creation. An important element in developing Web 2.0 culture at the Museum of Life and Science was leadership that encouraged experimentation and
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TEAM MEMBERS: Selinda Research Associates, Inc.. University of Washington Museum of Life and Science Eric Gyllenhaal Deborah Perry kris morrissey
resource project Media and Technology
The Leonard Lief Library and Department of Art at Lehman College will create an Animated Information Literacy Advocate to explore the feasibility of using animation to foster information literacy in college-­age students. Information literacy skills, including assessing information, locating sources, thinking critically, and acting ethically, are especially vital for young people entering the workforce. Four videos featuring an animated advocate developed using Kabuki RealTime Animation software will introduce learners to critical thinking in dramatic scenarios. Focus groups will be conducted to measure student satisfaction and measure outcomes of learning. The advocate will be the first animated character to deliver information literacy instruction, providing the broader library field with a new area of research in online instruction as well as the ability to test three pedagogical strategies.
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TEAM MEMBERS: Michael Ferraro
resource project Media and Technology
Purdue University will develop CrowdAsk - A Crowdsource Library Help System, a web-based help system for academic libraries. CrowdAsk will allow librarians, students, and faculty to ask and answer questions about library resources and tools. CrowdAsk will also support ranking of questions and answers by users as well as the use of scores and badges for user motivation. The project addresses issues of existing fragmented library and academic help channels, content reuse and preservation, and lack of user (particularly expert) participation. CrowdAsk will be open source and shared with the public. It will impact the way users interact with libraries, as well as promote better understanding and use of library resources. The project will give users power to support others in getting research help.
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TEAM MEMBERS: Ilana Barnes
resource project Media and Technology
The Knowledge Management/Eskind Biomedical Library at the Vanderbilt University Medical Center will develop a model for delivering patient-specific, consumer-friendly information that will lead to more informed patients, who are more likely to take a proactive, participatory role in their health care. The project's test bed will be My Cancer Genome (mycancergenome.org), a freely available web-based tool that provides information on tumor-based genetic mutations that can impact cancer treatment, the study of which is called pharmocogenetics. The team has selected two cancer types, melanoma and non-small cell lung cancer to demonstrate broad applicability of the model framework developed. Key project components include drafting guidelines for developing consumer-friendly educational material about pharmacogenetic principles; creating consumer-friendly pharmocogenetic content; and detailing a process for content refinement and evaluation.
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TEAM MEMBERS: Nunzia Giuse