To explore how the United States can harness the powerful features of digital games for learning, the Federation of American Scientists, the Entertainment Software Association, and the National Science Foundation convened a National Summit on Educational Games, on October 25, 2005 in Washington, DC. The Summit brought together nearly 100 experts to discuss ways to accelerate the development, commercialization, and deployment of new generation games for learning.
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Federation of American ScientistsHenry Kelly
New mobile device features and the growing proportion of visitors carrying mobiles allow the range of museum exhibit design possibilities to be expanded. In particular, we see opportunities for using mobiles to help exhibits scale up to support variable-sized groups of visitors, and to support collaborative visitor-visitor interactions. Because exhibit use is generally one-time-only, any interfaces created for these purposes must be easily learnable, or visitors may not use the exhibit at all. To guide the design of learnable mobile interfaces, we chose to employ the Consistency design
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Priscilla Jimenez PazminoLeilah Lyons
resourceresearchProfessional Development, Conferences, and Networks
This poster session showcases ten examples of expertise development in everyday domains of personal relevance and consequence to learners. The collection of cases highlighted in the posters stem from ethnographic research studies investigating learning from socio-cultural-historical perspectives. In each poster, authors describe their ethnographic project, explicate a case of expertise development, and detail the specific learning processes, practices, and pathways associated with that expertise development. Implications for understanding personally relevant and consequential learning for the
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Leah Brickler
resourceresearchProfessional Development, Conferences, and Networks
This paper describes a frequently-overlooked aspect of embodied interaction design: physical effort. Although exertion is the direct goal of many embodied activities (e.g., exergames), and is used indirectly to discourage certain user interactions (as with affordances), exertion has not been used to support direct expressive interaction with an embodied system. Situating exertion in both psychological and physiological literature, this paper suggests guidelines for employing exertion as more than just an incidental component of proprioception in embodied interaction designs. Specifically, the
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TEAM MEMBERS:
Leilah LyonsBrian SlatteryPriscillia JimenezBrenda LopezTom Moher
resourceresearchProfessional Development, Conferences, and Networks
Conference proceedings from the First Annual General Meeting of the Museums Association, which took place in Liverpool in 1890. Includes background on the association's formation.
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Museums Association
resourceresearchProfessional Development, Conferences, and Networks
Science, technology, engineering, and mathematics (STEM) permeate the modern world. The jobs people do, the foods they eat, the vehicles in which they travel, the information they receive, the medicines they take, and many other facets of modern life are constantly changing as STEM knowledge steadily accumulates. Yet STEM education in the United States, despite the importance of these subjects, is consistently falling short. Many students are not graduating from high school with the knowledge and capacities they will need to pursue STEM careers or understand STEM-related issues in the
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Steve OlsonJay LabovNational Research Council
The authors use existing data from videos and field notes to analyze the effects of TV viewing on children as they are watching a program. They present a case study of two siblings to demonstrate their interactions, finding that children display complex reasoning practices while watching TV, but only under certain conditions and with certain types of social support.
In February 2012, the Smithsonian's National Museum of Natural History ( NMNH) convened 100 colleagues from 43 organizations to initiate a collaborative learning research agenda focused on examining important areas for innovation to better serve twenty-first-century audiences. The conference organizers anticipated that scientists, educators, exhibit professionals, and other members of the natural history community would identify and prioritize research questions about what, how, why, when, and where people learn about natural history. We prepared to engage in a conversation about how natural
The Twenty-first Century Learning in Natural History Settings Conference at the Smithsonian Institution, Washington, D.C. (2012) has been more influential than similar conferences, resulting in new work streams and international collaborations for the Learning Research and Evaluation team at the Natural History Museum, London ( NHM). The conference offered a rare opportunity to discuss issues relevant to our unique workplace and to be surrounded by an instant peer group. Although the event itself brought personal and professional satisfaction, it is the impact of the conference on our
Carnegie Museum of Natural History and the University of Pittsburgh are engaged in a research and practice partnership to bring new learning sciences findings and theories into contact with the design and deployment of innovative natural history learning experiences. In this article, we describe four strands of work: 1) connecting people to nature; 2) engaging people of all ages in complex and current scientific debates of regional consequence; 3) partnerships to build a strong regional learning ecology for nature and science; and 4) iterative professional development to support staff as they
An annual conference gathers young Native Americans from several states and many tribes to celebrate their culture, deal with issues they face in their communities, and get involved in tribal and state political issues.
Challenged by a National Science Foundation-funded conference, 2020 Vision: The Next Generation of STEM Learning Research, in which participants were asked to recognize science, technology, engineering, and mathematics (STEM) learning as lifelong, life-wide, and life-deep, we draw upon 20 years of research across the lifespan to propose a new way of thinking about and investigating the topic. We propose Fullness of Life (or Total Life) as the minimal unit of analysis that allows people generally and researchers specifically to make sense of cognition. This move reverses traditional