The field of museum education has advanced and adapted over the years to meet the changing needs of audiences as determined by new research, national policy, and international events. Educators from Chicago's Adler Planetarium & Astronomy Museum provide insight into a (somewhat) typical museum education department, especially geared for readers who are outside the realm of museum education and who may be unfamiliar with expectations placed on educators. Finally, the authors suggest areas of focus that should be targeted by museum educators for them to remain current in a rapidly evolving field
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Erin DragottoChristine MinervaMichelle Nicholas
This article presents research relating to how science museum educators perceive their roles, identity, and practice. This qualitative study examines: (1) what brings museum educators to and sustains them in their profession; (2) how museum educators view their roles and work; and (3) what knowledge, skills, and attitudes museum educators identify as critical to their work. Findings show that museum educators have a strong value system that has attracted them to and sustains them in this profession, including a need to "make a difference." They primarily view themselves as educators and get
Museum education is a field of practice that is guided effectively by traditions of practice addressing museums' purposes and expected audiences, and rarely explicitly refers to the numerous models of curriculum theory that are available to guide educational practice in the school setting. But curriculum models can be useful both for describing the purposes of museum programs and for assessing their outcomes. This article reviews some longstanding models of curriculum purpose, and proposes to bring one of them, four decades old, back into comon parlance for assessing the qualities of museum
This article examines how curriculum studies can inform training and development programs for museum teachers (docents, interpreters, guides, gallery educators, and so on). It focuses on the results o fa year-long study done with eight museum teachers in three Canadian informal learning settings. A key aim of this research was to examine the question of how museum teachers believe they learn to teach. The challenges and complexities of museum teaching are revealed and analyzed in order to identify effective approaches to training and development. While agreeing that all aspects of teacher
Considerable research has compared how students learn science from computer simulations with how they learn from "traditional" classes. Little research has compared how students learn science from computer simulations with how they learn from direct experience in the real environment on which the simulations are based. This study compared two college classes studying introductory oceanography. One class learned using an interactive computer simulation based on a dynamic, three-dimensional model of physical oceanography. The other class learned by spending a day on a research ship using
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William WinnFrederick StahrChristian SarasonRuth FrulandPeter OppenheimerYen-Ling Lee
Interest is a powerful motivator; nonetheless, science educators often lack the necessary information to make use of the power of student-specific interests in the reform process of science curricula. This study suggests a novel methodology, which might be helpful in identifying such interests--using children's self-generated questions as an indication of their scientific interests. In this research, children's interests were measured by analyzing 1555 science-related questions submitted to an international Ask-A-Scientist Internet site. The analysis indicated that the popularity of certain
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Ayelet Baram-TsabariRicky SethiLynn Bry
Adolescents often pursue learning opportunities both in and outside school once they become interested in a topic. In this paper, a learning ecology framework and an associated empirical research agenda are described. This framework highlights the need to better understand how learning outside school relates to learning within schools or other formal organizations, and how learning in school can lead to learning activities outside school. Three portraits of adolescent learners are shared to illustrate different pathways to interest development. Five types of self-initiated learning processes
Young adolescents who expected to have a career in science were more likely to graduate from college with a science degree, emphasizing the importance of early encouragement.
Building on and extending existing research, this article proposes a 4-phase model of interest development. The model describes 4 phases in the development and deepening of learner interest: triggered situational interest, maintained situational interest, emerging (less-developed) individual interest, and well-developed individual interest. Affective as well as cognitive factors are considered. Educational implications of the proposed model are identified.
This article presents an overview of what we know about two perspectives, coined instructionist and constructionist, to games for learning. The instructionists, accustomed to thinking in terms of making instructional educational materials, turn naturally to the concept of designing instructional games. Far fewer people have sought to turn the tables: by making games for learning instead of playing games for learning. Rather than embedding "lessons" directly in games, constructionists have focused their efforts on providing students with greater opportunities to construct their own games and to
The aim of this research was to investigate the way in which parents of Grade One learners in a traditionally black school facilitate learning to help their children acquire mathematical skills and knowledge in mathematics, and also to help them become confidently involved in and give meaning to mathematics learning in Grade One. A questionnaire, which was compiled after an intensive literature study, was administered and semi-structured interviews were held. Data were analysed quantitatively and qualitatively, and it became evident that the parents of Grade One learners in the school used for
3D interactive virtual reality museum exhibits should be easy to use, entertaining, and informative. If the interface is intuitive, it will allow the user more time to learn the educational content of the exhibit. This research deals with interface issues concerning activating audio descriptions of images in such exhibits while the user is navigating. Five methods for activating audio descriptions were implemented and evaluated to find the most effective. These range roughly on a passive- active continuum. With the more passive methods, an audio explanation was triggered by simple proximity to
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TEAM MEMBERS:
Briana SullivanColin WareMatthew Plumlee