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resource research Media and Technology
The videogames industry has been flourishing. In 2010 in America alone, total consumer spending on the games industry totaled $25.1 billion (Siwek, 2010), surpassing both the music industry ($15.0 billion) and box office movies ($10.5 billion). It is also one of the fastest growing industries in the U.S. economy. From 2005 to 2010, for example, the videogames industry more than doubled while the entire U.S. GDP grew by about 16 percent. The amount of time young people spend with entertainment media in general is staggering. Youth aged 8 to 18 years old consume about 10.45 hours per day of
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TEAM MEMBERS: Constance Steinkuehler Kurt Squire
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 Public Programs
This fact sheet from the Institute of Museum and Library Services (IMLS) provides statistics and talking points related to incorporating STEM into public library programming.
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TEAM MEMBERS: Institute of Museum and Library Services (IMLS)
resource research Media and Technology
The purpose of this document is to build on best practices and offer new approaches toward creating "a bold new initiative" to augment the Foundation's ongoing efforts to increase participation in STEM from underrepresented groups.
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TEAM MEMBERS: National Science Foundation
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
As academic communities across the globe are increasingly encouraged to share their knowledge outside the ivory towers of academia, it becomes ever more important to create a bridge that crosses continents and disciplinary boundaries. Sitting, as it does, at the nexus between science communication practice and esearch, JCOM has a vital role to play as just such a knowledge sharing platform.
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TEAM MEMBERS: Emma Weitkamp
resource research Media and Technology
This issue of the Journal of Science Communication raises a number of questions about the ways that new scientific research emerges from research institutions and in particular the role played by scientists, press officers and journalists in this process. This is not to suggest that the public don't play an equally important role, and several articles in this issue raise questions about public engagement, but to explore the dynamics at play in one specific arena: that of news production. In this editorial I explore the increasing reliance of science journalists on public relations sources and
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TEAM MEMBERS: Emma Weitkamp
resource research Public Programs
Over the past decades there has been an increasing recognition of the need to promote dialogue between science and society. Often this takes the form of formal processes, such as citizen’s juries, that are designed to allow the public to contribute their views on particular scientific research areas. But there are also many less formal mechanisms that promote a dialogue between science and society. This editorial considers science festivals and citizen science in this context and argues that we need a greater understanding of the potential impacts of these projects on the individuals involved
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TEAM MEMBERS: Emma Weitkamp
resource research Media and Technology
‘Who’s Asking: Native Science, Western Science, and Science Education’ explores two key questions for science education, communication and engagement; first, what is science and second, what do different ways of understanding science mean for science and for science engagement practices? Medin and Bang have combined perspectives from the social studies of science, philosophy of science and science education to argue that science could be more inclusive if reframed as a diverse endeavour. Medin and Bang provide a useful, extensive and wide-ranging discussion of how science works, the nature of
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TEAM MEMBERS: emily dawson
resource research Public Programs
Creating science content for cultural contexts in which the audience are not primarily motivated by an interest in science, can provide exciting opportunities for experimenting with new approaches to science engagement. This article explores some of the learning gained, and practical methodologies developed by Einstein’s Garden, the science, nature and environment area of the Green Man Festival.
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TEAM MEMBERS: Ellen Dowell
resource research Public Programs
For the past thirty years, The National Institute of Higher Education, Research, Science and Technology (NIHERST), Trinidad and Tobago, has been a pioneering force in science popularization both locally and regionally. The biennial NIHERST Sci-TechKnoFest is the Caribbean’s premier science festival, having hosted seven large-scale events catering to tens of thousands of patrons each. This article provides an overview of the role of NIHERST at the national development level, an in-depth look at the content of Sci-TechKnoFest 2013, its impacts on visitors and the way forward for the festival.
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TEAM MEMBERS: Simone Marie King