This report summarizes the results of a three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning.
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University of California, IrvineMizuko ItoBecky Herr-Stephenson
Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. This book fills that gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By
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University of California, IrvineMizuko Ito
This research proposed a revised theory of how collective environmental identity is associated with engagement with the advancement of pro‐environmental behaviors. The research comprised three activities that examined the experiences of three groups of people who claim zoo visiting as an important part of their life‐story: conservation biologists who describe zoo experiences as having significant formative role in their childhood development of environmental values; parents who prioritize zoo visits as an important cultural experiences for their children; and active zoo volunteers. This
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Wildlife Conservation SocietyJohn Fraser
This report is the result of a task force convened between 2008 and 2009 by the Institute of Museum and Library Services (IMLS) to identify the new contexts facing libraries and museums, such as the evolution of the global economy and the need for 21st century skills. The report is designed to help decision makers and leaders in libraries and museums envision the futures of their institutions, respond to future needs, and build awareness among policymakers about museums' and libraries' key roles in the nation's learning system. The report also provides a self-assessment tool for libraries and
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Institute of Museum and Library ServicesInstitute of Museum and Library Services
The National Partnerships for Afterschool Science (NPASS) Project was led by The Center for Science Education (CSE) at Education Development Center, Inc. (EDC) in Newton, MA in partnership with the Lawrence Hall of Science (LHS) in Berkeley, CA, with funding from the National Science Foundation (NSF). The NPASS project approach relied on a professional development training and mentorship model to build the capacity of community-based organizations (CBOs) to lead high-quality, hands-on science and engineering activities in their afterschool programming. An overarching project research question
Concord Evaluation Group (CEG) performed an evaluation study in the fall of 2010 on behalf of WGBH to evaluate the effectiveness of an online, interactive webisode developed as an educational component of the FETCH! with Ruff Ruffman series (http://pbskids.org/fetch/). The webisode was not connected to the FETCH! website at the time of the evaluation study, but will be after the study is complete. With an emphasis on building math skills, the interactive webisode was designed to teach and engage elementary-aged kids (ages 6 – 10) to identify and create combinations. In addition to identifying
In this essay, we review research from the social sciences on how the public makes sense of and participates in societal decisions about science and technology. We specifically highlight the role of the media and public communication in this process, challenging the still dominant assumption that science literacy is both the problem and the solution to societal conflicts. After reviewing the cases of evolution, climate change, food biotechnology, and nanotechnology, we offer a set of detailed recommendations for improved public engagement efforts on the part of scientists and their
A number of investigators have argued that emotion plays an important role in free-choice learning in settings such as museums, science centers, zoos, and aquariums, particularly given the relationship between emotion and cognition. Despite considerable research on the cognitive aspects of visits, empirical studies on emotion in such settings are virtually non-existent. This study investigated the role that emotion plays in facilitating and enhancing learning at a science center. Three major research questions were addressed: (a) Can emotion be measured using Russell's Affect Grid in a non
Understanding the visitor experience provides essential insights into how museums can affect people’s lives. Personal drives, group identity, decision-making and meaning-making strategies, memory, and leisure preferences, all enter into the visitor experience, which extends far beyond the walls of the institution both in time and space. Drawing upon a career in studying museum visitors, renowned researcher John Falk attempts to create a predictive model of visitor experience, one that can help museum professionals better meet those visitors’ needs. He identifies five key types of visitors who
Most environmental learning takes place outside of the formal education system, but our understanding of how this learning actually occurs is in its infancy. By surfing the internet, watching nature documentaries, and visiting parks, forests, marine sanctuaries, and zoos, people make active choices to learn about various aspects of their environment every day. Free-Choice Learning and the Environment explores the theoretical foundations of free-choice environmental education, the practical implications for applying theory to the education of learners of all ages, and the policy implications
One way to ensure that an evaluation has "utility" is to use a participatory evaluation approach where the evaluator partners with primary users to carry out various phases of an evaluation. This article provides a case study of how participatory evaluation was used in an out-of-school youth development and employment program at the Science Museum of Minnesota's Kitty Andersen Youth Science Center. Youth staff participated in a series of evaluation workshops where they learned about evaluation, made their own meaning of evaluation data, generated recommendations to improve their museum work
Front-end and formative evaluation of the Science Museum of Minnesota's Invention, Design, Engineering, and Art (IDEA) Cooperative youth development program was carried out from June 2008 - May 2009. The front-end and formative evaluation activities were guided by four overarching questions. 1. To what extent are youth able to apply IT and engineering process skills to design challenges? Can they come up with multiple solutions to challenges? Are they persistent problem solvers? 2. To what extent does the program provide youth with the necessary resources to help youth prepare for both
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Amy Grack NelsonMelissa FitzenbergerKathleen MillerClaire Phillippe