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resource research Media and Technology
While science communication has become increasingly professionalised, philosophers have been far less active in, and reflective about, how we talk to the public. In thinking about the relationship between the ‘public intellectual’ and science communication, however, philosophy has some important contributions to make, despite the differences of content and disciplinary approach. What, then, can both these professions learn from each other about how to engage with the public - and the risks that this might involve?
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TEAM MEMBERS: Patrick Stokes
resource research Public Programs
This paper briefly describes a new academic discussion project first presented on November 29th, 2016, at the "Universum Sciences Museum" in Mexico City. Interdisciplinary professionals comprise the Museological Reflections Group (MRG), whose aim is to think and explore new possibilities for science museums. The group's first edition, offered the theme "The Sciences behind Showcases: Anthropological and Archaeological Processes".
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TEAM MEMBERS: Blanca Cardenas
resource research Professional Development, Conferences, and Networks
This article provides a brief synopsis of the second Science of Science Communication Sackler Colloquim, held September 23-25, 2013 at the National Academy of Sciences. It presents summaries and links to relevant research that informed the meeting.
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TEAM MEMBERS: Baruch Fischhoff Dietram Scheufele
resource research Professional Development, Conferences, and Networks
The Roads Taken Conference Report provides information and results from the virtual conference held in October and November 2016. Representatives from ten long-standing youth programs, experts in out-of-school time (OST) youth programming, and researchers participated in the Roads Taken virtual conference in October and November 2016, funded by the National Science Foundation (DRL-1644479). Participants collaboratively developed a Program Profile template with dual purposes: a tool for practitioners and a tool for researchers. As the first phase the three-part plan, Program Profiles will
resource research Public Programs
The informal STEM education (ISE) field is a landscape that includes a variety of institutions beyond schools, including museums, science centers, zoos, youth and adult organizations, documentary film producers—and public libraries (J. H. Falk, Randol, and Dierking 2012). Libraries across the country have been reimagining their community role and leveraging their resources and public trust to strengthen communnity-based learning and foster critical thinking, problem solving, and engagement in STEM.
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resource research Professional Development, Conferences, and Networks
This is a conference review on PCST 2016 Istanbul. PCST 2016 Conference, with the theme of "Science Communication in Digital Age", was held in Turkey Istanbul on April 26, attracting more than 400 science communication experts and scholars from 52 countries and regions. This conference featured vast topics and rich contents, covering 6 conference reports, 52 sub-forums, 133 oral reports and 52 poster papers focusing on science communication changes, scientists participation, public object, ethics and art, tendency and policy under the background of the digital age.
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TEAM MEMBERS: Wang Kangyou Liu Xuan
resource evaluation Public Programs
Libraries across the country have been reimagining their community role and leveraging their resources and public trust to strengthen community-based learning and foster critical thinking, problem solving, and engagement in STEM. What started some years ago as independent experiments has become a national movement. The Space Science Institute's National Center for Interactive Learning (NCIL), in partnership with the Lunar and Planetary Institute (LPI), received funding from the National Science Foundation for the first-ever Public Libraries & STEM conference, at the Sheraton Denver Downtown
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TEAM MEMBERS: Keelin MacCarthy
resource research Media and Technology
This is the fifth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Kyrie Caldwell Sean Seyler Amanda Ochsner Constance Steinkuehler
resource research Media and Technology
This is the fourth volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Amanda Ochsner Jeremy Dietmeier Caroline Williams Constance Steinkuehler
resource research Media and Technology
This is the third volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Caroline Williams Amanda Ochsner Jeremy Dietmeier Constance Steinkuehler
resource research Media and Technology
This year we are pleased to be publishing the second volume of the annual proceedings for the Games+Learning+Society (GLS) Conference. For eight years now, GLS has been a valued event for individuals working in academia, industry, and as practitioners in schools to come together around their shared interest and passion for videogames and learning. This conference is one of the few destinations where the people who create high-quality digital learning media can gather to discuss and shape what is happening in the field and how the field can serve the public interest. GLS offers an opportunity
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TEAM MEMBERS: Crystle Martin Amanda Ochsner Kurt Squire
resource research Media and Technology
This is the first volume of the annual proceedings for the Games+Learning+Society (GLS). The GLS conference is a premier event for those from both academia and industry interested in videogames and learning. The GLS conference is one of the few destinations where the people who create high-quality digital learning media can gather for a serious think about what is happening in the field and how the field can serve the public interest. The conference offers an opportunity for in-depth conversation and social networking across diverse disciplines including game studies, education research
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TEAM MEMBERS: Constance Steinkuehler Crystle Martin Amanda Ochsner