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Project Descriptions

Take Two: A Study of the Co-creation of Knowledge on Museum Web 2.0 Sites

October 1, 2007 | Media and Technology, Professional Development, Conferences, and Networks
Researchers at Michigan State University, University of Washington, Science Museum of Minnesota, and Museum of Life and Science found that there are clear indicators of learning in Science Buzz (www.sciencebuzz.org), the online museum environment studied as part of the Take 2 project. People who participate in conversations through the Buzz blog demonstrate an interest in science, and they leverage their own experiences and identities in order to share science knowledge with others. Researchers utilized indicators of learning as identified in the National Academies report on Learning Science in Informal Environments. Aspects of learning that were particularly important for an online environment like Science Buzz were interest in science, participating in science through the use of language, and identifying as someone who knows about or uses science. Researchers found that Science Buzz participants had a strong interest in scientific issues, utilized argumentation strategies--an important scientific practice--and identified with the importance of science in their lives. In particular: (1) Interest in scientific issues, caring about scientific issues, identifying personally with scientific issues were commonly evident in Science Buzz; (2) There is widespread use of argumentation in relation to scientific issues, an important scientific practice, although the quality of the scientific reasoning associated with these argumentation practices varies; (3) The co-construction of identity between online participants and the host museum is a potentially powerful outcome, as it suggests that online learning environments can facilitate longer-term relationships; (4) The analytical tools developed by this project advance our ability to understand learning in online environments; (5) While some indicators of learning are present, others, such as reflecting on science or co-constructing science knowledge with others, are not present. For museums, encouraging museum staff to engage digital tools and online participants is relatively easy. However, measuring online activity with regard to complex outcomes like learning is extremely difficult. Perhaps the most useful outcome of the Take 2 project, therefore, is a tool that will enable museums to make sense of online activity in relation to powerful outcomes like learning.

Funders

IMLS
Award Number: 593000

TEAM MEMBERS

  • SmallKris
    Co-Principal Investigator
    University of Washington
  • REVISE logo
    Principal Investigator
    Michigan State University
  • Bill Hart-Davidson
    Principal Investigator
    Michigan State University
  • IMG 0586
    Evaluator
    Science Museum of Minnesota
  • REVISE logo
    Evaluator
    Selinda Research Associates
  • REVISE logo
    Contributor
    North Carolina Museum of Life + Science
  • Stacey Pigg
    Contributor
    Michigan State University
  • Katie Wittenauer
    Contributor
    Michigan State University
  • REVISE logo
    Contributor
    North Carolina Museum of Life + Science
  • Alex Curio
    Contributor
    University of Washington
  • Discipline: Education and learning science | General STEM | Technology
    Audience: General Public | Museum/ISE Professionals | Evaluators
    Environment Type: Media and Technology | Websites, Mobile Apps, and Online Media | Professional Development, Conferences, and Networks | Resource Centers and Networks

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