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Learning Environment

Displaying Results 31 - 38 of 38
  • Date: 12/01/2011
    Resource Category: Evaluation Reports
    The Take Two Institutional Research Study was an ethnographic case study of the contributions of Web 2.0 philosophy and technologies to museum practice and staff development at the Museum of Life and Science in Durham, North Carolina. It used a naturalistic methodology to investigate staff members' relationships with each other and their publics ... »
  • Date: 04/01/2011
    Resource Category: Project Descriptions
    Funded jointly by the Institute of Museum and Library Services (IMLS) and the MacArthur Foundation, in partnership with the and Association of Science-Technology Centers (ASTC) and Urban Libraries Council (ULC), Learning Labs in Libraries and Museums supports the planning and design of 24 learning labs in libraries and museums nationwide. The ... »
  • Date: 12/30/2010
    Resource Category: Formative
    Media MashUp (MMU) was an IMLS funded project (LG-07-08-0113 ) designed to help libraries build capacity for offering computer-based programs for youth. These programs were designed to help foster 21st Century literacy skills. The program focused on the Scratch programming language (, but also used other creative freeware ... »
  • Date: 01/01/2010
    Resource Category: Project Descriptions
    The Climate Change Toolkit includes a suite of resources that address the science behind climate change while encouraging participants to take action to reduce the effects of climate change. Each resource has been designed to be low cost and easy for educators to reproduce. Contents of the Toolkit include: (1) Ten Hands-on Cart Activities - These ... »
  • Date: 04/01/2009
    Resource Category: Formative
    The Media MashUp project is funded by the IMLS (Grant LG-07-08-0113 ) to build capacity at libraries for computer-based programs for youth that help build 21st Century literacy skills. Twenty first Century literacy skills include interactive engagement with technology, collaboration and team problem solving, taking initiative and managing time and ... »
  • Date: 01/01/2009
    Resource Category: Project Descriptions
    Museums continue to invest in and experiment with internet technologies and increasingly with social software environments (i.e., social networking). These technologies have the potential to lead to a number of important intellectual and social outcomes such as learning, community building, and greater public understanding of, in our case, science ... »
  • Date: 10/01/2007
    Resource Category: Project Descriptions
    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 ( ), the online museum environment studied as part of the Take 2 project. People who participate in conversations through the Buzz blog ... »
  • Date: 01/01/2006
    Resource Category: Project Descriptions
    Several years ago, Kansas City leaders decided to boost future economic growth by developing science and engineering skills in the area’s work force. There was a problem though: Kansas City’s workers and students weren’t very interested in science and engineering. So, five organizations, including a library and museum, founded KC Science, INC to ... »