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resource research Media and Technology
We cannot take access to equitable out‐of‐school science learning for granted. Data compiled in 2012 show that between a fifth (22% in Brazil) and half (52% in China and the United States) of people in China, Japan, South Korea, India, Malaysia, the United States, the European Union, and Brazil visited zoos, aquaria, and science museums (National Science Foundation, 2012). But research suggests participation in out‐of‐school science learning is far from equitable and is marked by advantage, not least the social axes of age, social class, and ethnicity (Dawson, 2014, 2014; National Science
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TEAM MEMBERS: emily dawson
resource research Media and Technology
Ideas from social justice can help us understand how equity issues are woven through out-of-school science learning practices. In this paper, I outline how social justice theories, in combination with the concepts of infrastructure access, literacies and community acceptance, can be used to think about equity in out-of-school science learning. I apply these ideas to out-of-school science learning via television, science clubs and maker spaces, looking at research as well as illustrative examples to see how equity challenges are being addressed in practice. I argue that out-of-school science
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TEAM MEMBERS: emily dawson
resource project Media and Technology
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.
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TEAM MEMBERS: Matteo Cattadori
resource research Media and Technology
Using a kind of dynamic film, Latour analyzes three recent moments in the history of science and technology, involving John Whittaker of the Pasteur Institute, Watson and Crick and Tom West of Data General. Text in Portuguese.
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TEAM MEMBERS: USM Vittorio Pastelli
resource project Media and Technology
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.
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TEAM MEMBERS: Ezra Sidran