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resource research Public Programs
In recent years, novel paradigms of computing have emerged, which enable computational power to be embedded in artefacts and environments in novel ways. These developments may create new possibilities for using computing to enhance learning. This paper presents the results of a design process that set out to explore interactive techniques, which utilized ubiquitous computer technology, to stimulate active participation, involvement and learning by children visiting a museum. Key stakeholders, such as museum curators and docents, were involved throughout the process of creating the exhibition
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TEAM MEMBERS: Tony Hall L. Banon
resource research Media and Technology
The field of museum education has advanced and adapted over the years to meet the changing needs of audiences as determined by new research, national policy, and international events. Educators from Chicago's Adler Planetarium & Astronomy Museum provide insight into a (somewhat) typical museum education department, especially geared for readers who are outside the realm of museum education and who may be unfamiliar with expectations placed on educators. Finally, the authors suggest areas of focus that should be targeted by museum educators for them to remain current in a rapidly evolving field
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TEAM MEMBERS: Erin Dragotto Christine Minerva Michelle Nicholas
resource research Public Programs
This article presents research relating to how science museum educators perceive their roles, identity, and practice. This qualitative study examines: (1) what brings museum educators to and sustains them in their profession; (2) how museum educators view their roles and work; and (3) what knowledge, skills, and attitudes museum educators identify as critical to their work. Findings show that museum educators have a strong value system that has attracted them to and sustains them in this profession, including a need to "make a difference." They primarily view themselves as educators and get
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TEAM MEMBERS: Elsa Bailey
resource research Media and Technology
Considerable research has compared how students learn science from computer simulations with how they learn from "traditional" classes. Little research has compared how students learn science from computer simulations with how they learn from direct experience in the real environment on which the simulations are based. This study compared two college classes studying introductory oceanography. One class learned using an interactive computer simulation based on a dynamic, three-dimensional model of physical oceanography. The other class learned by spending a day on a research ship using
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TEAM MEMBERS: William Winn Frederick Stahr Christian Sarason Ruth Fruland Peter Oppenheimer Yen-Ling Lee
resource research Media and Technology
Interest is a powerful motivator; nonetheless, science educators often lack the necessary information to make use of the power of student-specific interests in the reform process of science curricula. This study suggests a novel methodology, which might be helpful in identifying such interests--using children's self-generated questions as an indication of their scientific interests. In this research, children's interests were measured by analyzing 1555 science-related questions submitted to an international Ask-A-Scientist Internet site. The analysis indicated that the popularity of certain
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TEAM MEMBERS: Ayelet Baram-Tsabari Ricky Sethi Lynn Bry
resource research Media and Technology
Adolescents often pursue learning opportunities both in and outside school once they become interested in a topic. In this paper, a learning ecology framework and an associated empirical research agenda are described. This framework highlights the need to better understand how learning outside school relates to learning within schools or other formal organizations, and how learning in school can lead to learning activities outside school. Three portraits of adolescent learners are shared to illustrate different pathways to interest development. Five types of self-initiated learning processes
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TEAM MEMBERS: Brigid Barron
resource research Public Programs
Young adolescents who expected to have a career in science were more likely to graduate from college with a science degree, emphasizing the importance of early encouragement.
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TEAM MEMBERS: Robert Tai Christine Qi Li Adam Maltese Xitao Fan
resource research Media and Technology
This article presents an overview of what we know about two perspectives, coined instructionist and constructionist, to games for learning. The instructionists, accustomed to thinking in terms of making instructional educational materials, turn naturally to the concept of designing instructional games. Far fewer people have sought to turn the tables: by making games for learning instead of playing games for learning. Rather than embedding "lessons" directly in games, constructionists have focused their efforts on providing students with greater opportunities to construct their own games and to
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TEAM MEMBERS: Yasmin Kafai
resource project Professional Development, Conferences, and Networks
The Coalition for Science After School (CSAS) was established in 2004 in response to the growing need for more STEM (science, technology, engineering, and mathematics) learning opportunities in out-of-school time. CSAS sought to build this field by uniting STEM education goals with out-of-school time opportunities and a focus on youth development. Over a decade of work, CSAS Steering Committee members, staff and partners advocated for STEM in out-of-school-time settings, convened leaders, and created resources to support this work. CSAS leadership decided to conclude CSAS operations in 2014, as the STEM in out-of-school time movement had experienced tremendous growth of programming and attention to science-related out-of-school time opportunities on a national level. In its ten-year strategic plan, CSAS took as its vision the full integration of the STEM education and out-of-school time communities to ensure that quality out-of-school time STEM opportunities became prevalent and available to learners nationwide. Key CSAS activities included: (1) Setting and advancing a collective agenda by working with members to identify gaps in the field, organizing others to create solutions that meet the needs, identifying policy needs in the field and supporting advocates to advance them; (2) Developing and linking committed communities by providing opportunities for focused networking and learning through conferences, webinars, and other outreach activities; and (3) Identifying, collecting, capturing, and sharing information and available research and resources in the field. The leadership of the Coalition for Science After School is deeply grateful to the funders, partners, supporters, and constituents that worked together to advance STEM in out-of-school time during the last decade, and that make up today's rich and varied STEM in out-of-school time landscape. We have much to be proud of, but as a movement there is much more work to be done. As this work continues to expand and deepen, it is appropriate for the Coalition for Science After School to step down as the many other organizations that have emerged over the last decade take on leadership for the critical work that remains to be done. A timeline and summary of CSAS activities, products, and accomplishments is available for download on this page. All resources noted in the narrative are also available for download below.
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TEAM MEMBERS: Judy Nee Elizabeth Stage Dennis Bartels Lucy Friedman Jane Quinn Pam Garza Gabrielle Lyon Jodi Grant Frank Davis Kris Gutierrez Bernadette Chi Carol Tang Mike Radke Jason Freeman Bronwyn Bevan Leah Reisman Sarah Elovich Kalie Sacco
resource research Public Programs
In 2006, Lucy Friedman of The After School Corporation and Jane Quinn of the Children’s Aid Society, both founding members of CSAS, published a commentary piece in Education Week entitled “Science by Stealth.”
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TEAM MEMBERS: The Coalition for Science After School Lucy Friedman Jane Quinn
resource research Media and Technology
The current study compared 90 older adult-child pairs in three different informal settings that focused on the topic of heart health: a museum, the web, and an educational workshop. Pre/post interviews showed that learning in the museum and web was more similar than learning in the workshop condition. Participants learned more about prevention in the workshop, and systems in the museum and web. In addition, older adults in the museum and workshop, reported that they would learn more in the company of children, while older adults would prefer to learn alone while on the web. These findings have
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resource research Media and Technology
The Silence of the Lands is a virtual museum of natural quiet. The project promotes a model for preservation, experience, and renewal of natural heritage that empowers the active and constructive role of local communities in the collection and interpretation of natural quiet as a cultural object. This is accomplished by using ambient sounds as conversation pieces of a social dialogue aimed at transforming the virtual museum in a place of cultural negotiation; that is, to make the virtual museum a living organism linking the people, visions, interpretations, and values that pertain to a
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TEAM MEMBERS: Elisa Giaccardi Hal Eden Gerhard Fischer