Although cooperative, interorganizational networks have become a common mechanism for delivery of public services, evaluating their effectiveness is extremely complex and has generally been neglected. To help resolve this problem, we discuss the evaluation of networks of community-based, mostly publicly funded health, human service, and public welfare organizations. Consistent with pressures to perform effectively from a broad range of key stakeholders, we argue that networks must be evaluated at three levels of analysis: community, network, and organization/participant levels. While the three
Interactive technologies are employed in museums to enhance the visitors' experience and help them learn in more authentic ways. Great amounts of time and money and many man-hours of hard work have been spent. But do such systems indeed achieve their goals? Do they contribute to a greater user experience (UX) and learning effectiveness? In this paper we describe the use of the "Walls of Nicosia" a 3D multi-touch table installed at the Leventis Municipal Museum in Nicosia, Cyprus. Two groups of students actively participated in this empirical study (they attended the 5th year class at
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Panagiotis ZahariasDespina MichaelYiorgos Chrysanthou
The article focuses on the creation and development of an interactive science museum by middle level students as part of informal science education in the U.S. The said project which primarily targets fifth-grade students aimed at maximizing the active engagement of a learner during his or her experience. It also promotes the minimization of lecture-laden instruction while maximizing an experience-based learning system. The project which is adopted in the late part of 2006 help students to review and synthesize information, collaborate with peers, and specialize science topics.
The article presents the author's insights on educational technology research in informal learning environments and on the idea of informal learning. He says that non-formal environments offer fewer controls on the activities of learners and leave the conditions of learning to the learners. He states that non-formal learning is more focused on the learners' selected types of learning on a particular sub-groups of the population. He mentions that this type of learning addresses all kinds of questions which are driven by learners' needs and curiosity. The author also suggests that it is
The read/write web, or Web 2.0, offers ways for users to personalise their online existence, and to develop their own critical identities though their control of a range of tools. Exerting control enables those users to forge new contexts, profiles and content through which to represent themselves, based upon the user-centred, participative, social networking affordances of specific technologies. In turn these technologies enable learners to integrate their own contexts, profiles and content, in order to develop informal associations or communities of inquiry. Within educational contexts these
Problem-based learning (PBL) is a student-centered instructional strategy in which students solve problems and reflect on their experiences. Different domains need different approaches in the design of PBL systems. Therefore, we present one case study in this article: A Java Programming PBL. The application is developed as an additional module for the Learning Management System (LMS). This way the LMS is extended by PBL functionality and the LMS learning resources can be used in PBL.
Over the last decade, hundreds of planetariums worldwide have adopted digital “fulldome” projection as their primary projection and presentation medium. This trend has far-reaching potential for science centers. Digital planetarium capabilities extend educational and cultural programming far beyond night-sky astronomy. These “digital domes” are, in essence, immersive visualization environments capable of supporting art and live performances and reproducing archeological sites, as well as journeying audiences through the local cluster of galaxies. Their real-time and rapid-update capabilities
This paper advocates for place-based education to guide research and design for mobile computers used in outdoor informal environments (e.g., backyards, nature centers and parks). By bringing together research on place-based education with research on location awareness, we developed three design guidelines to support learners to develop robust science-related understandings within local communities. The three empirically- derived design guidelines are: (1) Facilitate participation in disciplinary conversations and practices within personally-relevant places, (2) Amplifying observations to see
This study aims to clarify primary school teacher students' experiences about the use of blogs in the context of a science course which includes collaborative inquiry-based approaches and a field trip. Teacher students were asked to design and conduct a small inquiry and report the phases of the process in a blog and then write their ideas about inquiry-based teaching and learning in it. The inquiry process was loosely scaffolded by linking the blogs together. The students were also asked to fill in a questionnaire of technological pedagogical content knowledge (TPACK), in order to acquire
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Jari KukkonenSirpa KarkkainenTeemu ValtonenTuula Keinonen
This case study sought to understand why educators participate in museum summer institutes and how participation transferred to personal development and professional practice. The study found participation was affected by an interest in and need for learning about a particular time in history, ability to transfer institute content to curricula, the chance to share their experiences with peers, and factors such as museum reputation, design and facilitation of the institute, and institutes' speakers and presenters. Participants were able to transfer institute experiences into their professional
The objective of this article is to investigate learning in museums through the lens of John Dewey's philosophy of education and experiential learning. The influence of Dewey's philosophy of education is widespread and resound In this article, I examine the experiential qualities of Dewey's philosophy and compare it with the objectives of the museum educational experience, explaining the relevance to adult education. There can be no doubt that museums are unique arenas for learning, made rich by the experiential nature of their environment. They have a long history of educating the public
The article discusses an effective physical science center, which can be incorporated on the reading instructions of teachers, the inclined plane center, that helps enhance science teaching. It mentions that to create an inclined plane center, one must collect various objects that roll, slide and wobble and wooden cove molding for the tracks. The author thinks that it is not necessary to understand everything about force and motion, what is important is offering students with opportunities for concrete experiences.