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resource research Public Programs
After-school programs, scout groups, community service activities, religious youth groups, and other community-based activities have long been thought to play a key role in the lives of adolescents. But what do we know about the role of such programs for today's adolescents? How can we ensure that programs are designed to successfully meet young people's developmental needs and help them become healthy, happy, and productive adults? Community Programs to Promote Youth Development explores these questions, focusing on essential elements of adolescent well-being and healthy development. It
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TEAM MEMBERS: Jacquelynne Eccles Jennifer Gootman
resource research Public Programs
This paper examines the changing roles of public libraries in their communities especially the impact that science, technology, engineering, and math (STEM) programs are having on how libraries perceive their evolving mission. Survey results will be presented that show an overwhelming interest by librarians and their libraries in hosting STEM exhibitions and programs. Several successful STEM library programs will illustrate the diversity of approaches that have been implemented including the NSF-funded STAR Library Education Network project (STAR_NET).
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TEAM MEMBERS: Paul Dusenbery
resource research Public Programs
The public library as a venue for learning science, technology, engineering, and mathematics (STEM) is seen as having great potential for implementing informal STEM education. There are 17,000 public library locations in all 50 states; at that scale they can provide citizens in each community opportunities to engage in lifelong STEM learning. With such broad reach at a local level, public libraries are an exciting prospect for engaging the Nation in STEM learning. Broadly, the question that this paper seeks to address is, in what ways do libraries support the development of STEM learning? To
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TEAM MEMBERS: Space Science Institute Paul Dusenbery John Baek
resource research Exhibitions
The author presents a list of ten points for designing engaging experience-based exhibits.
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TEAM MEMBERS: Robert Russell
resource research Media and Technology
This poster presents an outline of the Setting the Agenda for Giant Screen Research workshop held September 18, 2013. It will be presented at the 2014 AISL PI Meeting in Washington, DC.
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TEAM MEMBERS: Giant Screen Cinema Association Mary Nucci
resource research Media and Technology
An important challenge in urban science education is finding ways to engage all students in the learning of science. However, research in this area has consistently shown that around middle school student engagement in science wanes. Using critical ethnographic methods this study reveals how students cultivate a sense of ownership in an informal science video project. Student ownership of what they they learn plays an important role in how they engage in the learning environment. In this study ownership is characterized by five themes, and the notion of student ownership science is challenged
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TEAM MEMBERS: Tara O'Neill Angela Calabrese Barton
resource research Media and Technology
The purpose of this paper is to present a conceptual framework for initiatives focused on supporting learning across settings in the domains of science, technology, engineering, and mathematics (STEM). The conceptual framework emerges from ecological perspectives on learning that suggest a need to consider how learning develops across settings, through a range of supportive interactions and relationships (Barron, 2006; Bronfenbrenner, 1979). The framework presents initial design principles for organizing learning opportunities that connect people to practices in multiple settings. It also
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TEAM MEMBERS: Bill Penuel Tiffany Lee Bronwyn Bevan
resource research Exhibitions
When children encounter museum exhibits, they find rich opportunities for action, perception, learning, and other forms of cognition. Can we see systematic organization in the children’s behavior, and by extension, their cognition? What would count as evidence of this organization? Based on an account of cognition as embodied, situated, and culturally mediated, this research illustrates how some cognition can be directly observed, manifested through interactions among modalities, people and objects in a distributed cognitive system. This field study uses micro- and macro-analyses of behavioral
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TEAM MEMBERS: Nancy Renner
resource research Media and Technology
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our
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TEAM MEMBERS: Michael Horn Erin Solovey R. Jordan Crouser Robert Jacob
resource research Exhibitions
In this paper we describe the design and initial evaluation of a tangible computer programming exhibit for children on display at the Boston Museum of Science. We also discuss five design considerations for tangible interfaces in science museums that guided our development and evaluation. In doing so, we propose the notion of passive tangible interfaces. Passive tangibles serve as a way to address practical issues involving tangible interaction in public settings and as a design strategy to promote reflective thinking. Results from our evaluation indicate that passive tangibles can preserve
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TEAM MEMBERS: Michael Horn Erin Solovey Robert Jacob
resource research Media and Technology
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
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TEAM MEMBERS: Ted Kahn
resource research Media and Technology
The EU-funded MultiMatch project aims to overcome language barriers, and media and distribution problems currently affecting access to on-line cultural heritage material. Partners are developing a vertical search engine able to harvest heterogeneous information from distributed sources and present it in a synthesized manner. To design such a system, user requirements were initially gathered and then translated into specific design features to ensure that the search engine developed was consistent with user needs. This paper presents these user requirements, the initial design of the MultiMatch
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TEAM MEMBERS: Jennifer Marlow Paul Clough Neil Ireson Juan Manuel Cigarran Recuero Javier Artiles Franca Debole