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resource project Exhibitions
There is a dearth of prominent STEM role models for underrepresented populations. For example, according to a 2017 survey, only 3.1% of physicists in the United States are Black, only 2.1% are Hispanic, and only 0.5% are Native American. The project will help bridge these gaps by developing exhibits that include simulations of historical scientific experiments enacted by little-known scientists of color, virtual reality encounters that immerse participants in the scientists' discovery process, and other content that allows visitors to interact with the exhibits and explore the exhibits' themes. The project will develop transportable, interactive exhibits focusing on light: how we perceive light, sources of light from light bulbs to stars, uses of real and artificial light in human endeavors, and past and current STEM innovators whose work helps us understand, create, and harness light now. The exhibits will be developed in three stages, each exploring a characteristic of light (Color, Energy, or Time). Each theme will be explored via multiple deliveries: short documentary and animated films, virtual reality experiences, interactive "photobooths," and technology-based inquiry activities. The exhibit components will be copied at seven additional sites, which will host the exhibits for their audiences, and the project's digital assets will enable other STEM learning organizations to duplicate the exhibits. The exhibits will be designed to address common gaps in understanding, among adults as well as younger learners, about light. What light really is and does, in scientific terms, is one type of hidden story these exhibits will convey to general audiences. Two other types of science stories the exhibits will tell: how contemporary research related to light, particularly in astrophysics, is unveiling the hidden stories of our universe; and hidden stories of STEM innovators, past and present, women and men, from diverse backgrounds. These stories will provide needed role models for the adolescent learners, helping them learn complex STEM content while showing them how scientific research is conducted and the diverse community of people who can contribute to STEM innovations and discoveries.

The project deliverables will be designed to present complex physics content through coherent, immersive, and embodied learning experiences that have been demonstrated to promote engagement and deeper learning. The project will research whether participants, through interacting with these exhibits, can begin to integrate discrete ideas and make connections with complex scientific content that would be difficult without technology support. For example, students and other novices often lack the expertise necessary to make distinctions between what is needed and what is extra within scientific problems. The proposed study follows a Design-Based Research (DBR) approach characterized by iterative cycles of data collection, analysis, and reflection to inform the design of educational innovations and advance educational theory. Project research includes conceiving, building, and testing iterative phases, which will enable the project to capture the complexity of learning and engagement in informal learning settings. Research participants will complete a range of research activities, including focus group interviews, observation, and pre-post assessment of science content knowledge and dispositions.

By showcasing such role models and informing about related STEM content, this project will widen perspectives of audiences in informal learning settings, particularly adolescents from groups underrepresented in STEM fields. Research findings and methodologies will be shared widely in the informal STEM learning community, building the field's knowledge of effective ways to broaden participation in informal science learning, and thus increase broaden participation in and preparation for the STEM-based workforce.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
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TEAM MEMBERS: Todd Boyette Jill Hamm Janice Anderson Crystal Harden
resource project Exhibitions
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches and resources for use in a variety of settings. This study will capitalize on the increased availability and affordability of immersive interactive technologies, such as Augmented Reality devices and virtual characters, to investigate their potential for benefitting STEM learning in informal museum contexts. This project will combine these technologies to create an Augmented Reality experience that will allow middle-school youth and their families to meet and assist a virtual crew on a historic ship at the Independence Seaport Museum in Philadelphia. The players in this game-like experience will encounter technologies from the turn of the 20th century, including steam power, electricity, and wireless communication. Crew members and technologies will be brought to life aboard the USS Olympia, the largest and fastest ship in the US Navy launched in 1892. The historic context will be positioned in relation to current day technologies in ways that will enable a change in interest towards technology and engineering in middle school-age youth. This will result in a testbed for the feasibility of facilitating short-term science, technology, engineering and mathematics (STEM) identity change with interactive immersive technologies. A successful feasibility demonstration, as well as the insights into design, could open up novel ways of fostering STEM interest and identity in informal learning contexts and of demonstrating the impact of this approach. The potential benefit to society will rest in the expected results on the basic science regarding immersive interactive technologies in informal learning contexts as well as in demonstrating the feasibility of the integrated approach to assessment.

This project will use a living lab methodology to evaluate interactive immersive technologies in terms of their support for STEM identity change in middle-school age youth. The two-year design-based research will iteratively develop and improve the measurement instrument for the argument that identity change is a fundamental to learning. A combination of Augmented Reality and intelligent virtual agents will be used to create an interactive experience--a virtual living lab--in an informal museum learning exhibit that enables change interests towards technology and engineering and provides short-term assessment tools. In collaboration with the Independence Seaport Museum in Philadelphia, the testbed for the approach will be an experience that brings to life the technologies of the early 20th century aboard a historic ship. Through the application of Participatory Action Research techniques, intelligent virtual agents interacting with youth and families will customize STEM information relating to the ship's mission and performance. Topics explored will make connections with current day technologies and scientific understanding. Mixed-methods will be used to analyze interactions, interview and survey data, will form the basis for assessing the impact on youth's STEM interests. The elicitation method specifically includes assessment metrics that are relevant to the concept of learning as identity change. This assessment, through immersive interactive technologies, will target the priority areas of engagement in STEM as well as the measurement of outcomes.
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TEAM MEMBERS: Stefan Rank Ayana Allen Glen Muschio Aroutis Foster Kapil Dandekar
resource research Media and Technology
Framing ‘science and society’ as a conflict has diverted us from more important problems. Our economic environment urges the commercialisation and social acceptance of new technologies, and science communicators and their publics contribute work to these ends. These activities neglect existing, uncontroversial technologies that, in a collaboration between responsible scientists and their publics, could be deployed to address global problems.
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TEAM MEMBERS: Jane Gregory
resource research Media and Technology
Throughout the second half of the twentieth century a varied collection of pressure mechanisms were deployed from nuclear technology exporting countries — mainly from the US — to obstruct the development of a group of semi-peripheral countries’ autonomous nuclear capabilities. Argentina was part of this group. This article focuses on how “fear” of nuclear proliferation was used by US foreign policy as one of the most effective political artifacts to construct and protect an oligopolistic nuclear market. Spread by the press and by some prestigious social science sectors from the US and some
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TEAM MEMBERS: Diego Hurtado
resource research Media and Technology
Catechism, a literary genre of a religious origin, was once employed in the teaching of ‘lay’ subjects, especially of a technical nature. This is a review of this past editorial tradition which illustrates the potentialities and the limitations of agrarian catechisms, with a special focus on their spreading across Southern Italy in the late Enlightenment. This paper reflects on whether a book was the best instrument to hand down procedures and notions to people who supposedly were illiterate or unschooled.
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TEAM MEMBERS: Francesco Paola de Ceglia
resource research Media and Technology
The interview portrays the role of scientific books during the Renaissance. Books written within the tradition of skilled technical and intellectual practice shaped the way that led to the birth of modern science. Rooted in a panorama characterized by the multiplicity of cultural authorities, scientific books deeply influenced Renaissance culture and created networks interlaced with the existing trade channels. Big single-authored works, typical in the Renaissance, thereafter would be replaced by smaller-scale publications.
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TEAM MEMBERS: Adrian Johns
resource research Media and Technology
The interview portrays the role of scientific books during the Renaissance. Books written within the tradition of skilled technical and intellectual practice shaped the way that led to the birth of modern science. Rooted in a panorama characterized by the multiplicity of cultural authorities, scientific books deeply influenced Renaissance culture and created networks interlaced with the existing trade channels. Big single-authored works, typical in the Renaissance, thereafter would be replaced by smaller-scale publications.
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TEAM MEMBERS: Adrian Johns
resource research Media and Technology
Technoscience is deeply linked to national cultures across terrains as diverse as medicine, agricultural biotechnologies, ICTs, energy technologies, etc. Understanding the cultural dimension of technoscience is vital for the project of socialisation. This project should be embedded in technological and political cultures, taking variation in cultural approaches to technoscience, national identity and political decision-making seriously. Socialisation of science and technology in Europe should therefore approach socio-technical developments in a way that allows for the emergence of
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TEAM MEMBERS: Erik Aarden
resource research Media and Technology
Science magazines have an important role in disseminating scientific knowledge into the public sphere and in discussing the broader scope affected by scientific research such as technology, ethics and politics. Student-run science magazines afford opportunities for future scientists, communicators, politicians and others to practice communicating science. The ability to translate ‘scientese’ into a jargon-free discussion is rarely easy: it requires practice, and student magazines may provide good practice ground for undergraduate and graduate science students wishing to improve their
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TEAM MEMBERS: Mico Tatalovic
resource research Media and Technology
Before analysing the role of the mediators in relation to scientific education, I deem it important to provide a short overview on how scientific museums evolved from the early curiosity cabinets to the modern web cast. Although the term “museum” is no longer adapted to the new structures employed for the diffusion of scientific and technical culture, the evolution of the means of presentation has indeed led to several forms of human mediation. This is of course the main topic we are going to take into consideration today, as it is an important element for the impact our exhibitions may have
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TEAM MEMBERS: Brigitte Zana
resource research Media and Technology
The people of Val di Susa (Italy) blocked the construction of the new high-speed railway line that should connect Turin with Lyons (France). This project is regarded as a strategic achievement for the economic development of the European Union, but local communities have a different concept of development and are asserting their rights through ad hoc experts’ reports and the production “from the bottom” of new specialised knowledge. We shall describe these events as a case study to put ecological democracy to the test of facts, also through a comparison with the experimental actions taken in
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TEAM MEMBERS: Yurij Castelfranchi Giancarlo Sturloni
resource research Media and Technology
"Weapons of mass destruction" is the word of the year 2002, at least according to the American Dialect Society, an association which has been studying the English language in North America for more than one century and which yearly chooses the word having more relevance to American society and information. The word of the year 2001 was "Nine eleven", and the passing of the baton was very significant. September 11th has actually marked an extraordinary media watershed in the debate on the dangerousness of weapons of mass destruction. The bioterrorist threat, for instance, seems to have gained
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TEAM MEMBERS: Paola Coppola Giancarlo Sturloni