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resource research Media and Technology
In this paper I use the concepts “understanding of science” and “appreciation of science” to analyze selected case studies of current science communication in Denmark. The Danish science communication system has many similarities with science communication in other countries: the increasing political and scientific interest in science communication, the co-existence of many different kinds of science communication, and the multiple uses of the concepts of understanding vs. appreciation of science. I stress the international aspects of science communication, the national politico-scientific
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TEAM MEMBERS: Kristian Hvidtfelt Nielsen
resource research Media and Technology
From exhibitions to theatrical performances, from fireworks to video games, countless events and ventures have been held all over the world in 2005 to mark the occasion of the World Year of Physics (WYP2005). The year that is drawing to a close has brought physics out into the streets and University campuses, but in a few cases physics has even invaded theater stages and art museums, it has involved musicians and even architects. The worldwide objective was to highlight a science that has more and more need to communicate its close connections with society, its involvement in themes that are
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TEAM MEMBERS: Marzia Mazzonetto Maria Chiara Montani
resource research Media and Technology
Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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TEAM MEMBERS: Eric Klopfer Judy Perry Kurt Squire Ming-Fong Jan Constance Steinkuehler
resource research Media and Technology
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9–12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating elementary schools and after-school centers to travel through virtual spaces to perform educational activities, talk with other users and mentors, and build virtual personae. Our work has involved an agenda and process that may be called socially
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TEAM MEMBERS: Sasha Barab Michael Thomas Tyler Dodge Robert Carteaux Hakan Tuzun
resource research Media and Technology
Design-based research is a collection of innovative methodological approaches that involve the building of theoretically-inspired designs to systematically generate and test theory in naturalistic settings. Design-based research is especially powerful with respect to supporting and systematically examining innovation. In part, this is due to the fact that conducting design-based research involves more than examining what is. It also involves designing possibilities and then evolving theories within real-world contexts. In this article we share the historical development of three outcomes of
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TEAM MEMBERS: Sasha Barab Anne Arici Craig Jackson
resource research Media and Technology
The Situating Hybrid Assemblies in Public Environments (SHAPE) project within the European Disappearing Computer initiative has explored how emerging ubiquitous technologies can support museum visiting experiences. SHAPE has designed hybrid artifacts that support visitors manipulating phisical and digital material in a visible and interesting manner.
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TEAM MEMBERS: Liam Bannon Steve Benford John Bowers Christian Heath
resource research Media and Technology
How can research on teaching and learning be used to improve the design of e-content? The contents of this report are based on a series of seminars conducted during 2003 and 2004, funded by the Economic & Social Research Council (ESRC), that were coordinated by Lydia Plowman, University of Stirling. They were also sponsored by a number of organisations including Futurelab. Each seminar was attended by researchers from universities, creators and managers of companies that make educational resources, and people engaged in policy making or representing Government agencies
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TEAM MEMBERS: Lydia Plowman
resource research Media and Technology
This article is a response to Harris Shettel's commentary which appeared in Curator (48/2, April 2005) on two of four articles which appeared in Curator (47/2), the subject of which was interactives in museums.
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TEAM MEMBERS: Institute for Learning Innovation John H Falk Lynn Dierking Leonie Renne Carol Scott
resource evaluation Media and Technology
Given its ongoing commitment to universal design and the integration of technologies into the museum experience, the Museum of Science decided to employ a handheld Multimedia Tour to accompany Star Wars: Where Science Meets Imagination, an exhibition about the real world meeting Star Wars technologies. With the help of leading tour guide developer, Antenna Audio, a 22-stop tour was produced featuring narration, Behind the Scenes interviews with individuals who had worked on the films, Star Wars film clips, still photos and the ability to send information home. An American Sign Language version
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TEAM MEMBERS: Elissa Chin Christine Reich Museum of Science
resource research Media and Technology
Media Arts within primary and secondary education is a relatively new avenue of research. Within the context of the arts classroom, rarely is learning to program emphasized despite its importance for creative expression in a digital medium. We present outcomes from an extensive field study at a digital studio where youth accessed programming environments emphasizing graphic, music and video. Learning the language of creative coding is essential to expression in a digital medium — one with increasing importance for youth and society at large. Here, we argue that it’s not just in the viewing or
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai
resource research Media and Technology
This paper presents ten guiding principles for designing construction kits for kids: design for designers; low floors and wide walls; make powerful ideas salient - not forced; support many paths, many styles; make it as simple as possible - and maybe even simpler; choose black boxes carefully; a little bit of programming goes a long way; give people what they want - not what they ask for; invent things that you would want to use yourself; and iterate, iterate - then iterate again.
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TEAM MEMBERS: Mitchel Resnick Brian Silverman