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resource research Media and Technology
This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining digital fluency – the competencies, new representational practices, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design, evaluate, critique, synthesize, and develop digital media artifacts, communication messages, or other electronic expressions. A primary goal of this paper is to identify promising perspectives through which learning is conceptualized, and to share the
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TEAM MEMBERS: Sherry Hsi
resource research Public Programs
It is recognized widely that learning is a dynamic and idiosyncratic process of construction and reconstruction of concepts in response to new experiences. It is influenced by the learner's prior knowledge, motivation, and sociocultural context. This study investigated how year 11 and 12 physics students' metacognition influences the development of their conceptual understandings of kinematics. An interpretive case study approach was used to investigate students working in collaborative groups in the context of an amusement park physics program. The metacognitive character of individual
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TEAM MEMBERS: David Anderson Samson Nashon
resource research Media and Technology
The availability of mobile and stationary devices opens up new challenges to support users in several contexts. Here we present a multi-device environment to support cooperation among museum visitors through games. In particular, we present a design and the associated implementation for using a combination of PDAs and public displays to enhance the learning experience in a museum setting by using game playing interactions. The basic assumption is to use the mobile devices for individual game play, and the situated displays for synchronized public views of shared game play; the individual game
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TEAM MEMBERS: Riccardo Dini Fabio Paterno Carmen Santoro
resource research Public Programs
The museum visit is an important part of elementary school science teaching. However, a divide exists between teachers, who require curricular accountability, and museums, who emphasize free-choice exploration. Can a carefully constructed worksheet bridge this divide by providing free-choice exploration of curricular topics during the museum visit? In the present study, a theoretical framework was constructed to inform the design of worksheets as free-choice learning devices. This framework was used to analyze the design of an existing museum worksheet. Subsequently, curriculum-related
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TEAM MEMBERS: Marianne Mortensen Kimberly Smart
resource research Media and Technology
There is a growing commitment within science centres and museums to deploy computer-based exhibits to enhance participation and engage visitors with socio-scientific issues. As yet however, we have little understanding of the interaction and communication that arises with and around these forms of exhibits, and the extent to which they do indeed facilitate engagement. In this paper, we examine the use of novel computer-based exhibits to explore how people, both alone and with others, interact with and around installations. The data are drawn from video-based field studies of the conduct and
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TEAM MEMBERS: Robin Meisner Dirk vom Lehn Christian Heath Alex Burch Ben Gammon Molly Reisman
resource research Public Programs
'The Breathing City' is an Arts & Science collaboration between Urban Meteorologist, Dr Janet Barlow (University of Reading); Designer Chris Rose (University of Brighton); and Composer Holger Zschenderlein (University of Brighton). It centres on developing multi-sensory perspectives based on the interpretation and representation of scientific data.
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TEAM MEMBERS: Janet Barlow Chris Rose Holger Zschenderlein
resource research Media and Technology
The drawing of 'outlines' can be shown to be dependent upon the bounding edge aspect of visual cognition, which is a principal means of discerning 'identity' from other features of experience in the visual field. Visual 'signatures' can be noticed when using techniques for the scientific visualization of data. Using examples from an ongoing art-science project between the Faculty of Arts and Architecture (Brighton) and the Meteorology Dept at the University of Reading, the paper will explore the boundary between the 'rational' and the subjective, and between the representation of knowledge and
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TEAM MEMBERS: Chris Rose
resource research Public Programs
In 2007, the Plant Genomics Program partnered with local artist Donna Billick, director of Billick Rock Art, to create ceramic mosaic murals on the exterior columns of UCD’s Robbins Hall to reflect the academic activities within. Resident groups include the Plant Genomics Program, the Weed Research and Information Center and the Agricultural Sustainability Institute. Billick, who has 35 years of experience in creating “community-build” public art, designed, fabricated and installed the five columns. Billick worked closely with artist Mark Rivera, elementary school students and teachers and UC
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TEAM MEMBERS: University of California, Davis Donna Billick
resource research Public Programs
The notion that science is unified in one way or another dates back at least to Aristotle, though unity claims since then have been diverse and va riously motivated. By way of introduction to the modern discussion of unity, disunity, and integration, in this first section we examine five historical attempts to unify knowledge: Aristotle’s metaphysical and hierarchical unity; the Enlightenment project of the French Encyclopedists; the systematic unity of Naturphilosophen Lorenz Oken; the methodological unity of the Vienna School’s Encyclopedia of Unified Science; and finally, the organizational
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TEAM MEMBERS: William Bechtel Andrew Hamilton
resource research Media and Technology
In this study our goal is to conduct a "connective ethnography" that focuses on how gaming expertise spreads across a network of youth at an after-school club that simultaneously participates in a multi-player virtual environment (MUVE). We draw on multiple sources of information: observations, interviews, video recordings, online tracking and chat data, and hundreds of hours of play in the virtual environment of Whyville ourselves. By focusing on one particular type of insider knowledge, called teleporting, we traced youth learning in a variety of online and offlien social contexts, both from
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TEAM MEMBERS: Yasmin Kafai Deborah Fields
resource research Public Programs
Sustainability will be the great challenge for many cultural institutions in the first quarter of the 21st Century. Changing patterns of government, corporate, and individual support, new demographics, and new ways of creating, preserving, and sharing information are all challenging the sustainability of museums and other cultural institutions. In 2001 a meeting of science museum leaders in Bristol identified 3 distinct but interacting dimensions to sustainability: financial, intellectual, and social. Financial crises are the most obvious threats to the survival of institutions, but
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TEAM MEMBERS: Alan Friedman
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