Science must be open and accessible, and diffusion of knowledge should not be limited by patents and copyrights. After the Open Science Summit held in Berkeley, some notes about sharing scientific data and updating the social contract for science. Against the determinist view on technological and legal solutions, we need an explicit reflection on the relation between science and society. Both academic and industrial science seem unable to fulfill open science needs: new societal configurations are emerging and we should keep asking questions about appropriation, power, privatisation and
With the Role of Media in Supporting Informal Science Learning project, the Institute for Learning Innovation (ILI) and Grunwald Associates sought to establish a “national learning initiative” to explore the intersection of media and informal science learning. To do so, ILI proposed an initial conference followed by the development of a website and online community. The National Science Foundation funded this project, with additional funding provided by the National Parks Service. Held in March 2009, the 1.5 day conference was designed to be a “first step” in the development of a conversation
DATE:
TEAM MEMBERS:
Elizabeth Bandy, Ph.D.Institute for Learning Innovation
The ASTA Group, LLC (ASTA) received EAGER funding (National Science Foundation (NSF) Grant No. 094077) to conduct comprehensive planning for a National Initiative on Cyberlearning in K-12 Education. To ensure success, ASTA invited a diverse group of experts and stakeholders to participate in the planning process. Planning tasks included individual meetings and combined planning sessions. The planning process culminated with a 1-day workshop to synergize the preliminary information collected. ASTA produced a Summary Report synthesizing participants' ideas and recommendations to guide the
The Coalition for Watershed Education, consisting of the Land Access Information Association, Great Lakes Children's Museum, Interlochen Public Radio and Northwestern Michigan College Great Lakes Studies Institute will implement a comprehensive science education project for youth and adults. The major components include: Watershed Discovery field experiences, Soundscapes radio broadcasts, Waterscapes exhibits, a project website, and the expanded Great Lakes Coalition for Watershed Education. Watershed Discovery is a field-based experience for youth ages 11-17. Teams of 6-10 youth will work with mentors who specialize in GPS, GIS, geology and geography to research and collect data on the Great Lakes watershed. These students will also use their new knowledge to produce radio segments as part of the Soundscapes component. Youth teams will be trained to interview sources, gather information and write scripts for use on the local National Public Radio affiliate. The Great Lakes Children's Museum will design a permanent, interactive watershed of 1,500 square feet, as well as a traveling exhibit of 500 square feet for visitors ages 7-12. Other deliverables include "A Community Guide to Watershed-based Science Education" (available in print and CD-ROM), a one-day regional dissemination conference, and an interactive website. Strategic impact will be realized through the development of a novel model for watershed education, its subsequent replication and summative evaluation outcomes. It is estimated that over 40,000 children will be reached by this community-wide initiative.
The Golden Gate Bridge Highway Transportation District (GGBHTD), in collaboration with the Consortium of Universities for Research in Earthquake Engineering (CUREE), and in partnership with Princeton University, Stanford University, San Jose State University, the Sciencenter (Ithaca, NY), the Exploratorium (San Francisco), Eyethink, West Wind Laboratory, EHDD Architects, the American Public Works Association, and the International Bridge, Tunnel and Turnpike Association, is conducting a multi-faceted project about the science and engineering of the Golden Gate Bridge and about how public works facilities around the country can potentially become sites for public understanding of and engagement with science and engineering. GGBHTD, which operates and maintains the bridge, ferries and buses, hosts over 10-million visitors annually to their current visitor center at the south end of the bridge (San Francisco), serves an additional 2-million users of their ferries, and hosts a popular Web site (http://goldengatebridge.org/). The project deliverables are scheduled to coincide in 2012 with the 75th anniversary of the 1937 opening of the bridge. Educational products include: outdoor exhibits at the Golden Gate Bridge; exhibits about the bridge on the District's ferries; indoor exhibits at the Exploratorium; an expanded Web site with educational material about the bridge; an international conference in San Francisco around the time of the anniversary about public works as sites for informal science education; educational documents and a professional development program for public works staff from around the country; and a suite of publications for the public and professionals on public works research. The project involves a coordinated evaluation effort. Front-end and formative evaluation activities are being conducted by Inverness Research Associates. Summative evaluation will be conducted by David Heil & Associates.
The DISCUSS (NSF-ISE 0946691) project enabled the White Oak Institute to address a key problem facing the science museum field – the need for open-access specifications for digital technologies that can transform the capacities of museum giant screen (GS) theaters from analog to digital, as analog film becomes obsolete. DIGSS (the “Digital Immersive Giant Screen Specifications”) is an open-access, field-based set of specifications, modeled on the Digital Cinema Initiative (DCI) that converted commercial cinema from film to digital. DIGSS addresses the superior image, theater geometry and size needed for museum-quality immersive learning. Until DIGSS, there were no digital specs to address museums’ unique need for a truly immersive learning experience. As of April, 2012, DIGSS was officially transferred to the Giant Screen Cinema Association (GSCA), whose Technical Committee took over its stewardship. At least one system supplier now offers 3D and 2D giant screen digital projection systems designed specifically for DIGSS. The Peoria Riverfront Museum (opened October, 2012) included the first new DIGSS-compliant digital GS Theater (3D flat, 70’ x 52’ screen). The DISCUSS Colloquium (June 14-16, 2010, Marblehead, MA) convened experts in digital technologies, theater geometry, network economics, learning evaluation and museum leadership to develop initial consensus, resulting in the first draft of DIGSS (DIGSS 1.0). The specifications were then refined by professional comment on the DISCUSS wiki. The White Oak Institute partnered with key professional associations (GSCA, ASTC, IPS and IMERSA) to communicate DIGSS to their professional members, inviting field-wide input and review. DISCUSS collateral outcomes include: a bibliography of articles and publications related to giant screen theaters and films; a literature review of GS learning outcomes; a snapshot of the global GS theater network as of May 2010; an economic survey reporting on attendance, revenues, expenses and more; several scenarios calculating the network size needed to support the desired number of annual films; and a logic rationale that can serve as a research framework. These and other outcomes are integrated into the DISCUSS Proceedings, available with DIGSS 1.0 at http://www.whiteoakassoc.com/white-oak-institute.html.
Cosmic Serpent - Bridging Native and Western Science Learning in Informal Settings is a four-year collaboration between the Indigenous Education Institute and the University of California-Berkeley targeting informal science education professionals. This project is designed to explore the commonalities between western science and native science in the context of informal science education. The intended impacts are to provide informal science education professionals with the skills and tools to gain an understanding of the commonalities between native and western worldviews; create regional networks that bridge native and museum communities; develop science education programs in which learners cross cultural borders between western science and indigenous peoples; and meet the needs of diverse audiences using culturally-responsive approaches to science learning. Participants are introduced to topics in physical, earth, space, and life science, using an interdisciplinary approach. Deliverables include professional development workshops, peer mentoring, museum programs for public audiences, a project website, and media products for use in programs and exhibits. Additionally, regional partnerships between museums and native communities, a legacy document, and a culminating conference jointly hosted by the National Museum of the American Indian and the Association of Science and Technology Centers will promote future sustainability. Strategic impact is realized through participants' increased understanding of native and western science paradigms, museum programs that reflect commonalities in the two approaches, partnerships between museums and native communities, and increased institutional capacity to engage native audiences in science. This project directly impacts 270 informal educators at 96 science centers and tribal/cultural museums nationally while the resulting programs will reach an estimated 200,000 museum visitors.
The proposed conference will bring together leading national and international researchers and practitioners from developmental and cognitive psychology, game design, and media to examine how learning transfers from video game play to formal and informal learning. The conference will convene in New York City and serve to lay the foundation for an interdisciplinary New York-based community of researchers and practitioners interested in examining the implications of video game play on learning. Invited participants will address cognitive skills and content knowledge that children and adolescents acquire and refine during video game play; game features that captivate and promote skills development among game players; and evidence of skill and content knowledge transfer from video game play to informal and formal learning. Discussion of these issues will culminate in specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that children and adolescent players find most compelling. An edited book will be published of the conference proceedings. The audience for this book will be academics, educators, game designers, media professionals, and policymakers interested in understanding the potential of video game learning for formal and informal instruction based on the most current research and practice.
Building upon extensive prior work, the Institute of Learning Innovation is developing and implementing a conference to bring together media professionals, researchers, and policymakers that work in ISE to reflect upon recent research and develop frameworks for future practice and evaluation. Various media-related groups (print, broadcast, electronic gaming, etc,) usually have professional conferences in isolation from each other with little sharing of information and research findings. Despite the rapid blurring of boundaries between various media types in the marketplace, researchers and practitioners remain within traditional silos. This conference will bring together 80 media practitioners and researchers for a two-day national conference in order to consolidate and synthesize the research-based theories presented in a pre-conference publication. A series of 3 post-web conferences will build on the momentum generated during the initial conference and generate broader participation within the science learning media community. Rockman et al will evaluate the conference and post conference web community.
An Early Concept Grant for Exploratory Research (EAGER) has been given to The ASTA Group, LLC to create a blueprint for an International Conference on Cyberlearning that would explore radically different approaches to both formal and informal learning at a national level. The EAGER will bring together essential individuals and organizations across a range of STEM disciplines committed to advancing Cyberlearning for the improvement of STEM education and how to use technology to connect underrepresented groups with resources and tools to which they have never before been exposed. ASTA and the national defense industrial community have encountered and solved many of the same implementation issues arising now in education and have actively sought ways that technology can improve education and training effectiveness, efficiency, and accessibility. The Defense and Defense-related industries operate at the scale necessary for successful transfer of small research projects to wide-scale application. Through ASTA's extensive R&D knowledge of advanced technologies, most specifically their work in multi-user virtual environments (MUVEs), modeling and simulation (M&S), and game-based learning as applied in the military's education, training, and workforce development programs, they will bring the highest level of expertise to the development of a blueprint for an international conference on Cyberlearning that will forge unprecedented partnerships across government, academia, and industry. ASTA and the National Training and Simulation Association (NTSA) as Principal Investigator, will submit a proposal for an international conference in 2010 based upon the blueprint developed by the EAGER grant. It is anticipated that technology will be used during the EAGER phase to plan the conference, disseminate conference-related information, and serve as an interface for activities. A website and/or Internet portal will be established and will be used to facilitate on-going partnerships, monitoring, and information sharing. It may have both public and participant levels of access. Details, as well as partners for development, maintenance, and funding will be determined through the EAGER planning period.