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resource research Media and Technology
This research examined the role of format in learning from the GS film, Amazon Adventure. Funded by the National Science Foundation (NSF), Amazon Adventure is an Innovations in Development project directed by Pacific Science Center in partnership with SK Films; Rutgers, The State University of New Jersey; Embodied Games; and the Howard Hughes Medical Institute’s Tangled Bank Studios. The project deliverables produced during the grant period included a giant screen film, live stage presentation for use at informal science education (ISE) institutions, and educational resources. As part of
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TEAM MEMBERS: Mary Nucci
resource research Media and Technology
We used content analysis to analyse the representation of female scientists in animated short films on gender and science, selected from the Anima Mundi Festival, over 21 annual editions. In these films, female scientists are featured as ‘intelligent’, ‘dominant’ and ‘well respected’, adult, white, wearing a lab coat or uniform and working in laboratories and fieldwork. We identified a reconfiguration of the gender stereotype in films in which the female character is about to gain space and visibility. We also analysed films whose sexist foundations in the relationship between scientists and
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TEAM MEMBERS: Gabriela Reznik Luisa Massarani
resource research Media and Technology
The night skies and the planet on which we live can be inspirational to young and old alike. In the run up to its 200th anniversary in 2020, the U.K.'s Royal Astronomical Society has put together a £1 million scheme to fund outreach and engagement activities for groups that are less well served in terms of access to astronomy and geophysics. This article outlines the projects funded and the impact they are starting to have.
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TEAM MEMBERS: Steve Miller Sue Bowler Sheila Kanani
resource research Media and Technology
This is a book review of "Cosmos and the Rhetoric of Popular Science" by K. Shroeder Sorensen. Shroeder Sorensen analyses in depth the close relationship of the TV-series Cosmos [1980] with the popular culture, in its broadest sense, at the time of its release. The novel application of Fantasy-Theme analysis to the rhetorical vision of the series reveals how it is the product of a very careful and successful design. The book also compares the original series with its 2014 reboot Cosmos: A Spacetime Odyssey [2014].
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TEAM MEMBERS: Erik Stengler
resource research Media and Technology
Campaigns by zoos, aquariums, and other civil society organizations are an important tool for promoting social changes that benefit the environment. Here, we evaluate a global biodiversity education campaign's impact through a repeated-measures survey of nearly 5000 visitors to 20 zoos and aquariums located in 14 countries. By comparing visitors’ pre- and post-visit responses combined across respondents, we found significant aggregate improvements in their biodiversity understanding and their knowledge of actions to help protect biodiversity. Respondents who reported seeing the education
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TEAM MEMBERS: Andrew Moss Eric Jensen Markus Gusset
resource research Media and Technology
How did industrial museums cross the Atlantic? When the first American museums of science and industry were created in the 1920s, they looked to Europe in order to import what was seen at that time as a burgeoning cultural institution. In this article, I look at this process of appropriation through an analysis of the changing perceptions of European industrial museums as expressed in the reports, surveys and books written by the curators, directors and trustees of the New York Museum of Science and Industry. I will pay particular attention to the 1927 film Museums of the New Age, documenting
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TEAM MEMBERS: Jaume Sastre-Juan
resource research Media and Technology
In this article, the author outlines how she used qualitative research methodologies to translate her research findings into a social-realist narrative film that has engaged multiple audiences. This process raises questions about what translation means when research is represented in the form of an imaginative text and how education researchers imagine their audience when making choices about research representation. The author also considers the perennial questions surrounding arts-based research: Can expressive forms count as research? Must practitioners of arts-based research be experts in
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TEAM MEMBERS: Yen Yen Joyceln Woo
resource research Media and Technology
Stereoscopic technology (3D) is rapidly becoming ubiquitous across research, entertainment and informal educational settings. Children of today may grow up never knowing a time when movies, television and video games were not available stereoscopically. Despite this rapid expansion, the field’s understanding of the impact of stereoscopic visualizations on learning is rather limited. Much of the excitement of stereoscopic technology could be due to a novelty effect, which will wear off over time. This study controlled for the novelty factor using a variety of techniques. On the floor of an
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TEAM MEMBERS: American Association of Variable Star Observers Aaron Price Jennifer Borland
resource research Media and Technology
One of the most recent additions to the range of Immersive Virtual Environments has been the digital fulldome. However, not much empirical research has been conducted to explore its potential and benefits over other types of presentation formats. In this review we provide a framework within which to examine the properties of fulldome environments and compare them to those of other existing immersive digital environments. We review the state-of-the-art of virtual reality technology, and then survey core areas of psychology relevant to experiences in the fulldome, including visual perception
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TEAM MEMBERS: Simone Schnall Craig Hedge Ruth Weaver
resource research Media and Technology
We know that giant screen films put viewers in places where they have never been, show them amazing things they will never see in everyday life and engage them in a visceral way as no other film experience can. But this is not enough. How can giant screen films combine popular appeal with lifelong learning experiences?
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TEAM MEMBERS: Robert Russell John Jacobsen
resource research Media and Technology
Viewers believe they are learning from giant screen films. But are they really learning, and what are they learning? This article reviews how evaluators look for learning impact and what evaluators have discovered aboutl learning from giant screen films and their adjunct materials.
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TEAM MEMBERS: Barbara Flagg
resource research Media and Technology
This article presents six reasons why giant screen films are educational. (1) They are an experiential medium. (2) They support active learning. (3) They support different learning styles. (4) They support formal education. (5) They support family learning. (6) Giant screen viewers want to learn and be inspired.
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TEAM MEMBERS: Robert Russell