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resource research Public Programs
The Museum Experience is the first book to take the "visitor's eye view" of the museum visit. It integrates the authors' original research with that from a wide variety of disciplines as well as museum and visitor studies ranging from science centers and zoos to art and natural history museums. Written in clear, non-technical style, The Museum Experience gives museum professionals a thorough introduction to what is known about why people go to museums, what they do there, and what they learn. This book is an essential reference for all museum professionals concerned with communicating with the
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resource research Public Programs
This landmark publication identifies strategies for determining the extent and content of museum learning and the visitor experience. Takes into account prior knowledge and experience; subsequent, reinforcing experiences; motivation and attitudes; culture and background; social mediation; design and representation; and the physical setting. Includes possible measurement techniques for the museum context, and recommendations for future research in museum training.
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TEAM MEMBERS: Institute for Learning Innovation John H Falk Lynn Dierking
resource research Media and Technology
This seminal book describes the nature and extent of science learning in America with particular attention to the innumerable sources of science education existing outside the formal education system.
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TEAM MEMBERS: Institute for Learning Innovation John H Falk
resource research Public Programs
MinnAqua, a program of the Minnesota Department of Natural Resources€™ (DNR) Division of Fish and Wildlife, educates the state's youth about angling and aquatic resources. In 2001, MinnAqua began developing a leaders' guide so educators could carry out MinnAqua activities in their own setting. As part of the development process, a formative evaluation was undertaken to answer two questions: (a) to what extent are MinnAqua'€™s rewrite guidelines addressed in individual lessons and the leaders'€™ guide as a whole?, and (b) to what extent does the leaders' guide meet the educational needs of
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TEAM MEMBERS: Amy Grack Nelson Jenifer Matthees
resource research Professional Development, Conferences, and Networks
This book was used as a part of the CAISE Convening on Organizational Networks, November 2011. It describes how to contextualize and strategically build communities of practice.
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TEAM MEMBERS: Hubert Saint-George Debra Wallace
resource research Media and Technology
Based on the National Research Council study, Learning Science in Informal Environments: People, Places, and Pursuits, this book is a tool that provides case studies, illustrative examples, and probing questions for practitioners. In short, this book makes valuable research accessible to those working in informal science: educators, museum professionals, university faculty, youth leaders, media specialists, publishers, broadcast journalists, and many others. Practitioners in informal science settings--museums, after-school programs, science and technology centers, media enterprises, libraries
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TEAM MEMBERS: Marilyn Fenichel Heidi Schweingruber
resource research Media and Technology
This Handbook is geared to the experienced researcher who is a novice evaluator. It orients the researcher to evaluation practice, with an emphasis on the use of qualitative techniques to augment quantitative measures.
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TEAM MEMBERS: Joy Frechtling Laure Sharp
resource research Media and Technology
This is the final report of the Open University’s RCUK-funded Public Engagement with Research Catalyst, ‘An open research university’, a project designed to create the conditions in which engaged research can flourish. The report describes an evidence-based strategy designed to embed engaged research within the University’s strategic planning for research and the operational practices of researchers. This programme of organisational change was informed by action research, working collaboratively with researchers at all levels across the institution to identify and implement strategies that
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TEAM MEMBERS: Richard Holliman Anne Adams Tim Blackman Trevor Collins Gareth Davies Sally Dibb Ann Grand Richard Holti Fiona McKerlie Nick Mahony Nick Mahony
resource research Media and Technology
With the success of open access publishing, Massive open online courses (MOOCs) and open education practices, the open approach to education has moved from the periphery to the mainstream. This marks a moment of victory for the open education movement, but at the same time the real battle for the direction of openness begins. As with the green movement, openness now has a market value and is subject to new tensions, such as venture capitalists funding MOOC companies. This is a crucial time for determining the future direction of open education. In this volume, Martin Weller examines four key
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TEAM MEMBERS: Martin Weller
resource research Public Programs
This book offers museum learning researchers and practitioners--educators, explainers, and exhibit developers--a new approach for fostering group inquiry at interactive science exhibits. The Juicy Question game, developed at the Exploratorium in San Francisco, engages group members in a simple process of inquiry that helps them work together interrogate exhibit phenomena more deeply. and widens their both families and student field trip groups. The approach is easy to implement and yields clear results. The results are summarized in a set of practice principles that can be used by other
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resource research Exhibitions
The Exploratorium's Going APE project (APE=Active Prolonged Engagement) developed 30 exhibit designs to encourage visitors to become more cognitively engaged with exhibits--to use exhibits as tools for self-directed exploration, rather than as authoritative demonstrations. To do this, the staff drew on work in the fields of education, visitor research, human factors engineering, computer interface design, and interactive exhibit development at other museums. The project also integrated evaluative research into exhibit development to maximize possibilities for visitor-authored questions
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TEAM MEMBERS: Josh Gutwill
resource research Media and Technology
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal and informal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and
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TEAM MEMBERS: Utah State University Victor Lee