Theatrical action can bring out the value of the exhibits of a museum, while creating a new way of experiencing the exhibitions. Theatrical actions link education and entertainment, consequently becoming a highly effective didactic instrument. The advantages of theatre are briefly outlined, considering it as an interpretative technique to communicate science from the point of view of the goals pursued by museums, of epistemology and of theatrical research.
Traditionally, collaborative technologies are intended to directly support joint, collaborative activity, taking their cues from communication and media. Here, empirical findings are presented about the types of information needs associated with the formation of a knowledge-building community among professional learning technology researchers. Several issues are outlined in designing, facilitating, supporting, and measuring knowledge-building activity in such as community of practice. It is argued that, rather than communication tools, a knowledge-building community is better served by
This chapter discusses learning through the manipulation of three-dimensional objects. The opportunity to touch and interact with objects is helpful for young children as they attempt to understand abstract concepts and processes. How might parents guide children in coming to understand the complex and abstract symbolic nature of representational objects?
In the increasingly fierce competition for leisure time and educational spending, museums are seriously challenged by edutainment, the Internet, CD-ROMs, and 500-channel satellite TV. For example, if a child is interested in dinosaurs, 20 years ago a parent would have been likely to take her to the museum to see some fossils. Today, many parents would probably begin by taking her to the computer to search the World Wide Web, where a quick search reveals thousands of dinosaur web pages. If the family did not find a site among these thousands that satisfied the child's curiosity - or if they
The Research Centre for Museums and Galleries in the Department of Museum Studies at the University of Leicester was commissioned by Resource: the Council for Museums, Archives and Libraries to research ways of defining and assessing the learning outcomes in museums, archives and libraries. This paper is intended to provide the context for the development of generic learning outcomes that can be used in all three domains.
What information are virtual visitors looking for on museum Web sites? This paper is a first step in a larger investigation into the informational value of museum Web sites. Scholars, teachers, students, museums staff, and museum visitors are the main categories of visitors examined in this study. Questions were asked of these museum audiences about their use of museum Web sites, museum databases, and other aspects of virtual visits.
After-school programs, scout groups, community service activities, religious youth groups, and other community-based activities have long been thought to play a key role in the lives of adolescents. But what do we know about the role of such programs for today's adolescents? How can we ensure that programs are designed to successfully meet young people's developmental needs and help them become healthy, happy, and productive adults? Community Programs to Promote Youth Development explores these questions, focusing on essential elements of adolescent well-being and healthy development. It
Women in the United States are underrepresented in science, mathematics, and engineering (SME) educational programs and careers. One cause is the dramatic and disproportionate loss of women who intended in high school to pursue science-related careers. This article uses the longitudinal survey responses of 320 male and female SME summer program students to assess the ways in which their social relationships and experiences affect their involvement in science and technology. The issues are framed in terms of identity theory. Structural equation models support the identity framework; emotionally
This study examined the long-term impact of the Summer Science Exploration Program (SSEP), a 2-week inquiry-based science camp, conducted at Hampshire College Amherst, MA from 1992 to 1994. The goal of the program was to stimulate greater interest in science and scientific careers among middle-school students. One hundred fifty-eight students were selected from a pool of applicants to attend the program using stratified random sampling procedures. In 1996, 22 participants were selected to participate in follow-up interviews using stratified random sampling procedures. Two quantitative surveys
Museums are excellent locations for testing ubiquitous systems; the Exploratorium in San Francisco offers a unique and challenging environment for just such a system. An important design consideration is how users switch between virtual and physical interactions.
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TEAM MEMBERS:
Margaret FleckMarcos FridEamonn O'Brien-StrainRakhi RajaniMirjana Spasojevic
We used meta-analysis to review 55 evaluations of the effects of mentoring programs on youth. Overall, findings provide evidence of only a modest or small benefit of program participation for the average youth. Program effects are enhanced significantly, however, when greater numbers of both theory-based and empirically based "best practices" are utilized and when strong relationships are formed between mentors and youth. Youth from backgrounds of environmental risk and disadvantage appear most likely to benefit from participation in mentoring programs. Outcomes for youth at-risk due to
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TEAM MEMBERS:
David DuBoisBruce HollowayJeffrey ValentineHarris Cooper