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resource research Public Programs
To address this challenge of depicting a world we can't see, the NISE Network Visualization Laboratory at the Exploratorium invited artists and scientists to explore ways of representing the nanoscale through a series of commissions, installations, and residencies in 2006. Drawing from a spectrum of artistic media and approaches, the results of these experiences are documented in this report. The PDF is a printable, archival document of the ArtNano website that was produced by the Exploratorium for the NISE Network in 2007.
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TEAM MEMBERS: Exploratorium Jennifer Frazier
resource project Public Programs
Math off the Shelf (MotS) was designed to help those who work in public libraries put math into what they do with grades K-6 children and their families. Public libraries exist in virtually every community in the nation, and increasingly, families rely on them as a free, safe place for children to spend time in the absence of other care. As such, they are an ideal venue for reaching a large and diverse population with math. MotS has: (1) developed research-based English/Spanish materials for informal educators working in public libraries, available for free online (2) supported implementation and institutionalization at libraries across the nation (3) engaged informal educators working in libraries in conducting outreach via state and national library association meetings, webinars, and community and youth agencies (4) conducted evaluation on project impact, as described in the summative evaluation report attached. Dissemination to professional communities will constitute the remaining project work. External evaluation, conducted by Char Associates, identified dramatic changes in attitudes about math and its role in the library, in the amount of math that librarians offer to children and families, and in librarians' communication about math with patrons and peers. Development partners include the library systems of Queens NY, San Jose CA, St Louis MO, Westchester County NY, and dozens of libraries in AZ, CT, FL, and MA.
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TEAM MEMBERS: Marlene Kliman
resource project Media and Technology
ITR: A Networked, Media-Rich Programming Environment to Enhance Informal Learning and Technological Fluency at Community Technology Centers The MIT Media Laboratory and UCLA propose to develop and study a new networked, media-rich programming environment, designed specifically to enhance the development of technological fluency at after-school centers in economically disadvantaged communities. This new programming environment (to be called Scratch) will be grounded in the practices and social dynamics of Computer Clubhouses, a network of after-school centers where youth (ages 10-18) from low-income communities learn to express themselves with new technologies. We will study how Clubhouse youth (ages 10-18) learn to use Scratch to design and program new types of digital-arts projects, such as sensor-controlled music compositions, special-effects videos created with programmable image-processing filters, robotic puppets with embedded controllers, and animated characters that youth trade wirelessly via handheld devices. Scratch's networking infrastructure, coupled with its multilingual capabilities, will enable youth to share their digital-arts creations with other youth across geographic, language, and cultural boundaries. This research will advance understanding of the effective and innovative design of new technologies to enhance learning in after-school centers and other informal-education settings, and it will broaden opportunities for youth from under-represented groups to become designers and inventors with new technologies. We will iteratively develop our technologies based on ongoing interaction with youth and staff at Computer Clubhouses. The use of Scratch at Computer Clubhouses will serve as a model for other after-school centers in economically-disadvantaged communities, demonstrating how informal-learning settings can support the development of technological fluency, enabling young people to design and program projects that are meaningful to themselves and their communities.
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TEAM MEMBERS: Mitchel Resnick John Maeda Yasmin Kafai
resource research Public Programs
The article presents advice by the authors for helping middle school science teachers in the U.S. to plan field trips related to science education. The authors say that the teachers should try to make the field trips a significant learning experience. They should communicate the goals of the trips to the students. According to them, many science museums offer pretrip planning meetings to allow teachers to know the resources available for students. They also offer excellent web sites for planning the trips.
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TEAM MEMBERS: Michelle Scribner-MacLean Lesley Kennedy
resource project Media and Technology
The University of Massachusetts Lowell and Machine Science Inc. propose to develop and to design an on-line learning system that enables schools and community centers to support IT-intensive engineering design programs for students in grades 7 to 12. The Internet Community of Design Engineers (iCODE) incorporates step-by-step design plans for IT-intensive, computer-controlled projects, on-line tools for programming microcontrollers, resources to facilitate on-line mentoring by university students and IT professionals, forums for sharing project ideas and engaging in collaborative troubleshooting, and tools for creating web-based project portfolios. The iCODE system will serve more than 175 students from Boston and Lowell over a three-year period. Each participating student attends 25 weekly after-school sessions, two career events, two design exhibitions/competitions, and a week-long summer camp on a University of Massachusetts campus in Boston or Lowell. Throughout the year, students have opportunities to engage in IT-intensive, hands-on activities, using microcontroller kits that have been developed and classroom-tested by University of Massachusetts-Lowell and Machine Science, Inc. About one-third of the participants stay involved for two years, with a small group returning for all three years. One main component for this project is the Handy Cricket which is a microcontroller kit that can be used for sensing, control, data collection, and automation. Programmed in Logo, the Handy Cricket provides an introduction to microcontroller-based projects, suitable for students in grades 7 to 9. Machine Science offers more advanced kits, where students build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science offers more advanced kits, which challenge students to build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science's kits are intended for students in grades 9 to 12. Microcontroller technology is an unseen but pervasive part of everyday life, integrated into virtually all automobiles, home appliances, and electronic devices. Since microcontroller projects result in physical creations, they provide an engaging context for students to develop design and programming skills. Moreover, these projects foster abilities that are critical for success in IT careers, requiring creativity, analytical thinking, and teamwork-not just basic IT skills.
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TEAM MEMBERS: Fred Martin Douglas Prime Michelle Scribner-MacLean Samuel Christy
resource project Public Programs
The "Mentored Youth Building Employable Skills in Technology (MyBEST)" project, a collaboration of the Youth Science Center (YSC) and Learning Technology Center (LTC) at the Science Museum of Minnesota, is a three-year, youth-based proposal that seeks to engage 200 inner-city youngsters in learning experiences involving information and design technologies. The goal of the project is to develop participants' IT fluency coupled with work- and academic-related skills. The program will serve students in grades 7 through 12 with special emphasis on three underrepresented groups: girls, youngsters of color, and the economically disadvantaged. Project participants will receive 130 contact hours and 70% will receive at least 160 hours. Each project year, including summers, students participate in three seasons consisting of five two-week cycles. Project activities will center on an annual technology theme: design, engineering and invention; social and environmental systems; and networks and communication. The activities that constitute project seasons include guest presenter workshops; open labs facilitated by guest presenters, mentors and adult staff; presentations of student projects; career workshops and field trips. The project cycles feature programming (e.g., Logo computer language; Cricketalk), engineering and multi-media production (e.g., digital video; non-linear editing software). Each cycle will interface with an existing museum-related program (e.g., the NSF-funded traveling Cyborg exhibit). Mentors will work alongside participants in all technology-based activities. These mentors will be recruited from university, business, community partners and participant families. Leadership development is addressed through teamwork and in the form of internships and externships. Participants obtain work experience related to technology in the internship and externship component. The "MyBEST" project will serve as a prototype for the Museum to test the introduction of technology as central to the design and learning outcomes of its youth-based programs. An advisory board reflecting expertise in youth development, technology and informal science education will guide the program's development and plans for sustainability. Core elements of the "MyBEST" program will be integrated into the Museum's youth-based projects sponsored by the YSC and LTC departments. The Museum has a strong record of integrating prototype initiatives into long-standing programs.
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TEAM MEMBERS: Keith Braafladt Kristen Murray Mary Ann Steiner
resource research Media and Technology
Recent advances in neuroscience are highlighting connections between emotion, social functioning, and decision making that have the potential to revolutionize our understanding of the role of affect in education. In particular, the neurobiological evidence suggests that the aspects of cognition that we recruit most heavily in schools, namely learning, attention, memory, decision making, and social functioning, are both profoundly affected by and subsumed within the processes of emotion; we call these aspects emotional thought. Moreover, the evidence from brain-damaged patients suggests the
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TEAM MEMBERS: Mary Helen Immordino-Yang Antonio Damasio
resource research Media and Technology
In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game
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TEAM MEMBERS: Katie Salen
resource research Public Programs
After establishing an argument for attention to the role of beauty and aesthetics in science and scientific inquiry, this paper reviews literature in four areas that contributes to an understanding of a "scientific-aesthetic" space: (1) beauty in ideas and their form; (2) beauty in wonder, awe, and sublime; (3) beauty as it relates to cosmology and understanding God's design, and; (4) beauty in experience with science and scientific ideas. Following this, research exploring connections between aesthetics and science, including related conversations like interest, out-of-school transfer, and
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TEAM MEMBERS: Mark Girod
resource research Public Programs
This paper addresses the role of museums in education in science and technology through the discussion of a specific project entitled EST "Educate in Science and Technology". The Project puts together methodologies and activities through which museums can be used as resources for long-term project work. In-service training for teachers, work in class with learning kits or with materials brought in by a science Van, and visits to the museum are planned and developed jointly by museum experts and teachers. The Project proposes a teaching and learning model which sees the museum experience as
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TEAM MEMBERS: MARIA XANTHOUDAKI Patrizia Cerutti Sara Calcagnini
resource research Public Programs
The present paper thoroughly examines how one can effectively bridge in-school and out-of-school learning. The first part discusses the difficulty in defining out-of-school learning. It proposes to distinguish three types of learning: formal, informal, and non-formal. The second part raises the question of whether out-of-school learning should be dealt with in the in-school system, in view of the fact that we experience informal learning anyway as well as considering the disadvantages and difficulties teachers are confronted with when planning and carrying out scientific fieldtrips. The voices
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TEAM MEMBERS: Haim Eshach
resource research Informal/Formal Connections
In this study, we develop a model of science identity to make sense of the science experiences of 15 successful women of color over the course of their undergraduate and graduate studies in science and into science-related careers. In our view, science identity accounts both for how women make meaning of science experiences and how society structures possible meanings. Primary data included ethnographic interviews during students‘ undergraduate careers, follow-up interviews 6 years later, and ongoing member-checking. Our results highlight the importance of recognition by others for women in
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TEAM MEMBERS: Heidi Carlone Angela Johnson