In the increasingly fierce competition for leisure time and educational spending, museums are seriously challenged by edutainment, the Internet, CD-ROMs, and 500-channel satellite TV. For example, if a child is interested in dinosaurs, 20 years ago a parent would have been likely to take her to the museum to see some fossils. Today, many parents would probably begin by taking her to the computer to search the World Wide Web, where a quick search reveals thousands of dinosaur web pages. If the family did not find a site among these thousands that satisfied the child's curiosity - or if they
The Research Centre for Museums and Galleries in the Department of Museum Studies at the University of Leicester was commissioned by Resource: the Council for Museums, Archives and Libraries to research ways of defining and assessing the learning outcomes in museums, archives and libraries. This paper is intended to provide the context for the development of generic learning outcomes that can be used in all three domains.
What information are virtual visitors looking for on museum Web sites? This paper is a first step in a larger investigation into the informational value of museum Web sites. Scholars, teachers, students, museums staff, and museum visitors are the main categories of visitors examined in this study. Questions were asked of these museum audiences about their use of museum Web sites, museum databases, and other aspects of virtual visits.
To date, the major emphasis of educational technology researchers has been the development and use of educational technologies within school settings. Noticeably absent has been research and considerations that focus on the home as a computer-based learning environment and potential connections between school and home learning. Given the increasing prevalence of computers in homes, the authors argue for an explicit research focus on the various ways that computers in homes can be used to create rich learning environments or extend school-based learning environments. To that end, this article
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TEAM MEMBERS:
Yasmin KafaiBarry FishmanAmy BruckmanSaul Rockman
Designs for CSCL (Computer-Supported Collaborative Learning) applications usually presume a desktop or laptop computer. Yet future classrooms are likely to be organized around Wireless Internet Learning Devices (WILD) that resemble graphing calculators, Palm, or Pocket-PC handhelds, connected by short-range wireless networking. WILD learning will have physical affordances that are different from today’s computer lab, and different from classrooms with 5 students per computer. These differing affordances may lead to learning activities that deviate significantly from today’s images of K-12 CSCL
In this chapter we introduce the notion of islands of expertise, explore links between related socio-cultural and information processing theory, and overview a study of family conversations while parents and children look at authentic and replica fossils in a museum.
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
Women in the United States are underrepresented in science, mathematics, and engineering (SME) educational programs and careers. One cause is the dramatic and disproportionate loss of women who intended in high school to pursue science-related careers. This article uses the longitudinal survey responses of 320 male and female SME summer program students to assess the ways in which their social relationships and experiences affect their involvement in science and technology. The issues are framed in terms of identity theory. Structural equation models support the identity framework; emotionally
This study examined the long-term impact of the Summer Science Exploration Program (SSEP), a 2-week inquiry-based science camp, conducted at Hampshire College Amherst, MA from 1992 to 1994. The goal of the program was to stimulate greater interest in science and scientific careers among middle-school students. One hundred fifty-eight students were selected from a pool of applicants to attend the program using stratified random sampling procedures. In 1996, 22 participants were selected to participate in follow-up interviews using stratified random sampling procedures. Two quantitative surveys
Museums are excellent locations for testing ubiquitous systems; the Exploratorium in San Francisco offers a unique and challenging environment for just such a system. An important design consideration is how users switch between virtual and physical interactions.
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TEAM MEMBERS:
Margaret FleckMarcos FridEamonn O'Brien-StrainRakhi RajaniMirjana Spasojevic
We used meta-analysis to review 55 evaluations of the effects of mentoring programs on youth. Overall, findings provide evidence of only a modest or small benefit of program participation for the average youth. Program effects are enhanced significantly, however, when greater numbers of both theory-based and empirically based "best practices" are utilized and when strong relationships are formed between mentors and youth. Youth from backgrounds of environmental risk and disadvantage appear most likely to benefit from participation in mentoring programs. Outcomes for youth at-risk due to
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TEAM MEMBERS:
David DuBoisBruce HollowayJeffrey ValentineHarris Cooper
There are few studies concerning museum visitors' understanding of skeleton exhibits and whether such exhibits increase their understanding of the zoology displayed. An exhibition focused on the diversity of vertebrate skeletons and arranged according to the mode of locomotion was set up in Naturalis, the National Natural History Museum of The Netherlands, in Leiden. A prototype explaining the principal components of the skeleton was designed for each type of locomotion, for example, wrigglers, flyers, walkers, crawlers, swimmers. In addition, a panel provided in front of the exhibit case for
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TEAM MEMBERS:
Sue TunnicliffeManon Laterveer-de Beer