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resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative research, approaches, and resources for use in a variety of settings. The project will bring together science museum visitor experience developers, visitor studies staff, indoor location technology developers, cyber-learning researchers, and STEM informal learning specialists for a two day conference, COMPASS (Conference on Mobile Position Awareness Systems and Solutions), to address the achievements and potential of indoor location aware mobile (ILAM) technology in science museums. The pre-conference work, the conference itself, and a subsequent e-publication will provide multiple, informed perspectives and knowledge around ILAM for science museums to develop apps for visitors' own smartphones to enhance and personalize the visitor experience and to experiment with new kinds of inquiry-based learning. The goals of the conference are to form an integrated vision by consolidating expertise from disparate disciplines connected to ILAM tech development, to transform visitor mobile tools to provide more innovative forms of interaction and personalization, and to open new avenues for visitor research with automated data collection and analysis.

The COMPASS conference will bring together 80 participants for two days in September 2018 at the Exploratorium in San Francisco, CA. The first dissemination will take place in a presentation at the ASTC conference the following month in October 2018. A webinar sharing insights from COMPASS and inviting others to engage will be held in March 2019 hosted by ASTC and accessible by ASTC members and non-members alike. A companion COMPASS e-publication will be released for free download, also in March 2019, with summaries of conference proceedings, key issues identified, case histories of ILAM in museums, white papers and other resources. Conference outcomes include establishing a community of practice or special interest group and establishing common goals for future collaborative work. By gathering a diverse range of perspectives and expertise to share research and evidence based findings, COMPASS include collective problem solving and an informed cross disciplinary approach to planning and implementing ILAM technology in the museum environment. The conference will explicitly address the benefits and quality of open source code and protocols and how techniques could be shared among institutions. As professional experience with deploying ILAM apps grows, this tool could be used to increase accessibility for diverse visitor populations, put in use at smaller and medium sized science centers, and applied to a variety of research studies, increasing the impact for funders and benefiting the science center community at large.
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TEAM MEMBERS: Claire Pillsbury
resource evaluation Media and Technology
This evaluation reports on the Mission: Solar System project, a 2-year project funded by NASA. The goal of the Mission: Solar System was to create a collection of resources that integrates digital media with hands-on science and engineering activities to support kids’ exploration in formal and informal education settings. Our goal in creating the resources were: For youth: (1) Provide opportunities to use science, technology, engineering, and math to solve challenges related to exploring our solar system, (2) Build and hone critical thinking, problem-solving, and design process skills, (3)
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TEAM MEMBERS: WGBH Educational Foundation Sonja Latimore Christine Paulsen
resource research Media and Technology
This is a handout from the session "What If There Wasn't a Building? Pecha Kucha" at the 2014 ASTC Conference held in Raleigh, NC. The handout links to a recording of the session.
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TEAM MEMBERS: Eli Kulansky Kathy Gustafson-Hilton Paul Orselli Troy Livingston Phoebe Schenker Julie Bowen Joannna Haas
resource research Media and Technology
This presentation was shared at the 2014 Association of Science-Technology Centers (ASTC) annual conference. It describes 4 websites designed for informal science education (ISE) professionals, including: InformalScience.org, Relating Research to Practice (RR2P), the Building Informal Science Education (BISE) project, and CitizenScience.org. The presentation ended with questions to the audience asking what might project leaders of these sessions do next with regards to building out online infrastructure.
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TEAM MEMBERS: Center for Advancement of Informal Science Education (CAISE) Kalie Sacco Bronwyn Bevan Sarah Cohn Jennifer Shirk
resource research Media and Technology
"Hybrid spaces for science learning" refers to the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. Learning science within hybrid spaces can be a fun, engaging, and reflective experience. Further, hybrid spaces are inherently social, facilitating dialogue and social exchange, as well as the construction of knowledge, paralleling the nature of contemporary science. This symposium brings together several research programs that address learning "across contexts" that span classroom activities
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TEAM MEMBERS: Ole Smordal Jim Slotta Tom Moher Michelle Lui Alfredo Jornet
resource research Media and Technology
The EU-funded MultiMatch project aims to overcome language barriers, and media and distribution problems currently affecting access to on-line cultural heritage material. Partners are developing a vertical search engine able to harvest heterogeneous information from distributed sources and present it in a synthesized manner. To design such a system, user requirements were initially gathered and then translated into specific design features to ensure that the search engine developed was consistent with user needs. This paper presents these user requirements, the initial design of the MultiMatch
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TEAM MEMBERS: Jennifer Marlow Paul Clough Neil Ireson Juan Manuel Cigarran Recuero Javier Artiles Franca Debole
resource research Media and Technology
Technologies are socially constructed. They mutate in the process of finding their social niche, and we come to understand what they "essentially" are by their cultural fit... This year a broad array of Web 2.0 applications and services in museums is being displayed at Museums and the Web. Although social computing is not the only species of Web activity we see, it is dominant for the first time. So, with the pervasive adoption of Web technologies as mechanisms for audience engagement -- and the re-situation of the museum on the Web in social application spaces controlled by others, rather
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TEAM MEMBERS: David Bearman
resource research Media and Technology
In the provision of networked services for museums, the term 'openness' crops up in a variety of contexts including open standards and open source software. In addition, the Web 2.0 environment has led to increased interest in open content and in the use of freely available networked applications which may be regarded as open services. This focus on openness for the developer or service provider can be complemented with a culture of openness which encourages the users to actively engage with services and generate their own content. It can be difficult to argue against the benefits which
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TEAM MEMBERS: Brian Kelly Mike Ellis Ross Gardler
resource research Media and Technology
The "Setting the Agenda for Giant Screen Research" workshop was conducted at the 2013 Association of Science-Technology Centers (ASTC) conference held in Albequerque, NM. This document outlines the workshop agenda and background reading. The purpose of this workshop is to create a working document that details key questions and proposals for giant screen research.
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TEAM MEMBERS: Mary Nucci
resource evaluation Media and Technology
In September 2008 the Greater Screen Cinema Association (GSCA) hosted the one-day symposium Connecting Society with Science: the Greater Potential of Giant Screen Experiences. Funded by the National Science Foundation (NSF), the symposium was held in Jersey City, New Jersey, one day before the GSCA International Conference and Trade Show.
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resource research Media and Technology
This paper describes the integration of handheld computer technology into an existing web-based educational platform, the Web-based Inquiry Science Environment (WISE) and the synergy it produces. This solution facilitated a research program that explores how handheld computers (PDAs, palmtops, etc.) can expand the scope and functionality of inquiry activities in K-12 science and mathematics curriculum. The paper presents the WISE software and curriculum and explains how combining it with handheld technology creates unique educational opportunities. It then goes on to describe the system that
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TEAM MEMBERS: Turadg Aleahmad Jim Slotta
resource research Media and Technology
To explore how the United States can harness the powerful features of digital games for learning, the Federation of American Scientists, the Entertainment Software Association, and the National Science Foundation convened a National Summit on Educational Games, on October 25, 2005 in Washington, DC. The Summit brought together nearly 100 experts to discuss ways to accelerate the development, commercialization, and deployment of new generation games for learning.
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TEAM MEMBERS: Federation of American Scientists Henry Kelly