The Sharing the Universe (STU) project was funded by NSF in 2007 to develop and make available resources and supports to deepen and broaden the education and public outreach (EPO) of amateur astronomy clubs who are members of the Night Sky Network. To achieve this goal, the project funded a development group: the Astronomical Society of the Pacific, and a research group: Institute for Learning Innovation. These two groups were to work as partners, both to study the barriers and challenges that existed for amateur astronomy clubs to educational outreach, and to apply what was learned from those
I-CLEEN, a project led by the Museum of Science of Trento (Italy), has developed and currently manages an information gateway of Earth system science educational resources. The aim of the project is to support Italian science teachers in setting up Earth science student-centred lessons. To do so effectively, the gateway exhibits the following key features: it adopts a bottom – up approach to resource development that relies on strong cooperation between science teachers and professional researchers (who also act as resource referees); it is subject–oriented and enhances the multi- and interdisciplinary traits that characterize geosciences; it embraces the concept of open source, through the technological tools (LifeRay) used and copyright policies adopted. A service usability study was performed after the first launch of the gateway and the results were used to develop the second release, which is currently online. During the preliminary phase of the project, as well as the development and set-up of the gateway, valuable insight was gained in various different fields: On the current situation in geoscience education in Italy – where teachers are encouraged to take up a student-centred approach, experiential education and learning initiatives, but currently opt for academic teaching methods because they lack the support and the tools needed. On the educational resource gateways currently available online, on the materials they provide and on the role of ICT in Earth science education. On the results achieved and the tools developed during previous science communication activities that involved teachers and students in research projects.
In this report, noted scholar James Paul Gee discusses the evolution of digital media and learning (DMAL) from its infancy as an ""academic area"" into a more organized field or coherent discipline. Distinguishing among academic areas, fields, disciplinary specializations, and thematic disciplines, Gee describes other academic areas that have fallen into these categories or developed into established disciplines. He argues that DMAL will not evolve until a real coherence develops through collaboration and the accumulation of shared knowledge. Gee offers a concrete proposal of one way scholars
Throughout the spring, the CSM and The Media Consortium (TMC) drew together dozens of leading public interest media makers, funders and researchers in Chicago, New York, Miami, Los Angeles, San Francisco, Washington, DC, and Boston for a series of Impact Summits. These convenings—which asked attendees to describe how they measure reach, relevance, engagement, inclusion and influence in their work—informed a new analysis co-published by CSM and TMC: Investing In Impact: Media Summits Reveal Pressing Needs, Tools for Evaluating Public Interest Media. In Investing in Impact, we outline the major
The website informalscience.org hosts an archived evaluation reports, most of them from NSF-funded projects. Although NSF strongly suggests that projects upload their summative evaluation reports, not all projects comply. Of the 300+ evaluation reports upload by users to the site, 72 report on NSF-funded ISE media projects. To what extent can the ongoing evaluation of ISE projects help to build a more general case for ISE media?
An important outcome for the CAISE Media Convening was to identify and prioritize critical issues faced by ISE media producers, and then develop a set of shared objectives around which we could collectively begin to organize ourselves. Participants clearly identified needs such as wanting to learn more about each other's projects, building a better evidence base to articulate the impacts and value of ISE media, and the need to bring more young professionals into the community. Some suggested we should think more deeply about audiences and experiment with engagement strategies. Others strongly
Members of the public participate in scientific research in many different contexts, stemming from traditions as varied as participatory action research and citizen science. Particularly in conservation and natural resource management contexts, where research often addresses complex social–ecological questions, the emphasis on and nature of this participation can significantly affect both the way that projects are designed and the outcomes that projects achieve. We review and integrate recent work in these and other fields, which has converged such that we propose the term public participation
Researchers from the Center for Informal Learning and Schools (CILS), Learning in Informal and Formal Environments (LIFE) Center and two other centers recently published LOST Learning Opportunities: Learning about Out-of-School Time. The book, published by Springer, addresses conceptual, methodological, and empirical issues related to studying learning in everyday and afterschool settings. Primarily written for researchers, LOST Learning Opportunities includes chapters on what math looks like in everyday family settings, how science is positioned in afterschool, how children's learning and
Graduates of science, technology, engineering, or mathematics (STEM) degrees stand to earn more in their lifetime while contributing innovation and technical expertise necessary for a robust society. Further, improving the diversity of such graduates will produce a workforce that empowers all communities to equally share in the benefits of a STEM-literate society. The success of STEM programming thus depends on attracting aspirational students and providing the resources for them to excel in learning. Further, teaching and mentoring methods need re-tooling and energetic instructors to retain
As today’s policy challenges become more complex, it has become clear that American media—online news, television, radio, newspapers, and magazines—are not up to the task of explaining the problems underlying them or providing citizens with all the information they need to engage in public conversations about them. Democracy cannot function properly without those conversations. But one new medium—videogames—may well fill the gap. By their very nature, videogames can engage players in ways that enable players to make their way through the intricacies of policy problems. As players begin to
The January 2013 issue includes articles and features on crowdsourcing, partnerships in natural history museums, communicating science through art, theater as climate change education, case studies on informal science education-related projects like gigapixel imaging and museum educators collaborating with scientists to engage visitors, and more.