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resource research Media and Technology
The popularity of the anti-vax movement in the United States and elsewhere is the cause of new lethal epidemics of diseases that are fully preventable by modern medicine [Benecke and DeYoung, 2019]. Creationism creeps into science classrooms with the aim of undermining the teaching of evolution through legal obligations or school boards’ decisions to present both sides of a debate largely foreign to the scientific community [Taylor, 2017]. And one simply has to turn on the TV and watch so-called science channels to be bombarded with aliens, ghosts, cryptids and miracles as though they are
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TEAM MEMBERS: Alexandre Schiele
resource research Media and Technology
Reflecting on the practice of storytelling, this practice insight explores how collaborations between scholars and practitioners can improve storytelling for science communication outcomes with publics. The case studies presented demonstrate the benefits of collaborative storytelling for inspiring publics, promoting understanding of science, and engaging publics more deliberatively in science. The projects show how collaboration between scholars and practitioners [in storytelling] can happen across a continuum of scholarship from evaluation and action research to more critical thinking
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TEAM MEMBERS: Michelle Riedlinger Jenni Metcalfe Ayelet Baram-Tsabari Marta Entradas Marina Joubert Luisa Massarani
resource research Media and Technology
Astronomy has been an inherently visual area of science for millenia, yet a majority of its significant discoveries take place in wavelengths beyond human vision. There are many people, including those with low or no vision, who cannot participate fully in such discoveries if visual media is the primary communication mechanism. Numerous efforts have worked to address equity of accessibility to such knowledge sharing, such as through the creation of three-dimensional (3D) printed data sets. This paper describes progress made through technological and programmatic developments in tactile 3D
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TEAM MEMBERS: Kimberly Arcand April Jubett Megan Watzke sara price Kelly Williamson Peter Edmonds
resource research Media and Technology
Peer production projects involve people in many tasks, from editing articles to analyzing datasets. To facilitate mastery of these practices, projects offer a number of learning resources, ranging from project-defined FAQsto individually-oriented search tools and communal discussion boards. However, it is not clear which project resources best support participant learning, overall and at different stages of engagement. We draw on Sørensen's framework of forms of presence to distinguish three types of engagement with learning resources: authoritative, agent-centered and communal. We assigned
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TEAM MEMBERS: Corey Brian Jackson Carsten Osterlund Kevin Crowston Mahboobeh Harandi Laura Trouille
resource research Media and Technology
Effective classification of large datasets is a ubiquitous challenge across multiple knowledge domains. One solution gaining in popularity is to perform distributed data analysis via online citizen science platforms, such as the Zooniverse. The resulting growth in project numbers is increasing the need to improve understanding of the volunteer experience; as the sustainability of citizen science is dependent on our ability to design for engagement and usability. Here, we examine volunteer interaction with 63 projects, representing the most comprehensive collection of online citizen science
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TEAM MEMBERS: Helen Spiers Alexandra Swanson Lucy Fortson Brooke Simmons Laura Trouille Samantha Blickhan Chris Lintott
resource research Media and Technology
This comment focuses on an early case of an open infrastructure that emerged in the 1990s in international astronomy. It targets the reasons for this infrastructure’s tremendous success and starts with a few comments on the term ‘digital infrastructure’. Subsequently, it provides a brief description of the most important components of the infrastructure in astronomy. In a third step, the use of one component — the arXiv, an open access repository for manuscripts — is analyzed. It concludes with some considerations about the success and acceptance of this infrastructure in astronomy.
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TEAM MEMBERS: Niels Taubert
resource research Media and Technology
Informal learning opportunities are increasingly being recognized as important for youth participation in authentic experiences at the intersection of science, technology, engineering, and math (STEM) (Dorsen, Carlson, and Goodyear 2006). These experiences may involve specialized equipment and dedicated time for learners to gain familiarity with the relevant scientific and engineering practices (i.e., designing experiments on their own, struggling to make sense of data, learning from their own mistakes and the results of peers), which often go beyond the classroom. However, the educators who
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TEAM MEMBERS: Kathryn Williamson Sue Ann Heatherly Vivian Hoette Eva Erdosne Toth David Beer
resource research Media and Technology
The discovery of a class of galaxies called Green Peas provides an example of scientific work done by volunteers. This unique situation arose out of a science crowdsourcing website called Galaxy Zoo. It gave the ability to investigate the research process used by the volunteers. The volunteers’ process was analyzed in terms of three models of scientific research and an iterative work model to show the path to this discovery. As has been illustrated in these models of science, the path was iterative, not predetermined, and driven by empirical data. This paper gives a narrative of the 11-month
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TEAM MEMBERS: Miranda Straub
resource research Media and Technology
We investigate the development of scientific content knowledge of volunteers participating in online citizen science projects in the Zooniverse (http://www.zooniverse.org). We use econometric methods to test how measures of project participation relate to success in a science quiz, controlling for factors known to correlate with scientific knowledge. Citizen scientists believe they are learning about both the content and processes of science through their participation. We don't directly test the latter, but we find evidence to support the former — that more actively engaged participants
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TEAM MEMBERS: Karen Masters Eun Young Oh Joe Cox Brooke Simmons Chris Lintott Gary Graham Anita Greenhill Kate Holmes
resource research Media and Technology
Modern society has led many people to become consumers of data unlike previous generations. How this shift in the way information is communicated and received — including in areas of science — and affects perception and comprehension is still an open question. This study examined one aspect of this digital age: perceptions of astronomical images and their labels, on mobile platforms. Participants were n = 2183 respondents to an online survey, and two focus groups (n = 12 astrophysicists; n = 11 lay public). Online participants were randomly assigned to 1 of 12 images, and compared two label
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TEAM MEMBERS: Lisa Smith Kimberly Arcand Jeffrey Smith Randall Smith Jay Bookbinder Megan Watzke
resource research Media and Technology
Some 400 years after Galileo, modern telescopes have enabled humanity to "see" what the natural eye cannot. Astronomical images today contain information about incredibly large objects located across vast distances and reveal information found in "invisible" radiation ranging from radio waves to X-rays. The current generation of telescopes has created an explosion of images available for the public to explore. This has, importantly, coincided with the maturation of the Internet. Every major telescope has a web site, often with an extensive gallery of images. New and free downloadable tools
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TEAM MEMBERS: Lisa Smith Jeffrey Smith Kimberly Arcand Randall Smith Jay Bookbinder Kelly Keach
resource research Media and Technology
The author reflects on the use of some media channels to disseminate information about astronomy. He states that there is a striking absence of regularly maintained blogs hosted by major astronomical institutions. He asserts that social networking sites offer a quick and efficient channel for dissemination of content to a younger audience. He offers information on Second Life, the most popular non-game-based virtual community.
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TEAM MEMBERS: Aaron Price