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resource research Public Programs
It is all very well to note the hyperbole about patents and ‘intellectual property’ in the recent battles between technology companies such as Apple, Samsung and HTC. But how can museums productively use collection items marked with a patent beyond workaday tasks of identification and cataloguing? We argue that information on patents can enhance visitors’ critical engagement with museum displays; complex ownership claims and counter-claims in patent disputes can underpin lively narratives based around museum objects. Asking why some objects and not others were patented, and how historical
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TEAM MEMBERS: James Stark Graeme Gooday
resource project Media and Technology
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
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TEAM MEMBERS: Yasmin Kafai Karen Elinich Orkan Telhan
resource project Public Programs
The aim of this project is to create conversations in science museums among scientists, engineers, and public audiences about an emerging research field, synthetic biology. Synthetic biology applies science and engineering to create new biological systems, and re-design existing biological systems, for useful purposes. This is an important new area of research and development that raises societal questions about potential benefits, costs, and risks. Conversations between researchers and public audiences will focus not only on what synthetic biology is and how research in the field is carried out, but also on the potential products, outcomes, and implications for society of this work. Researchers and publics will explore personal and societal values and priorities as well as desired research outcomes so that both groups can learn from each other. Public participants will benefit from knowing about this field of research, and researchers will benefit from hearing public perspectives directly from the public participants. This project will be led by the Museum of Science with partners at the American Association for the Advancement of Science, the Synthetic Biology Engineering Research Center, the Science Museum of Minnesota, the Ithaca Sciencenter, and several other universities and science museums. It is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants. This project is aimed at pushing beyond traditional modes of communicating with public audiences rooted in "public understanding of science" modalities into the mechanisms and perspectives associated with "public engagement with science" (PES). The project will support informal educational institutions as facilitators of such PES activities through which mutual learning takes place among research experts and various publics. Formative evaluation will support the development of evaluation tools that practitioners can use themselves to measure impacts of public engagement activities on both scientist and public participants. Summative evaluation will measure the impacts of the project on informal science education practitioners and researchers participating in the development of the project. In the first year of the project, two kinds of engagement activities will be tested at eight pilot sites across the U.S. The first kind will be the focus of "showcase" events, in which researchers demonstrate and talk with museum visitors about the basics of synthetic biology and their research work. The second kind will be the focus of "forum" events in which the multi-directional conversations focus on societal implications and participants' priorities for maximizing the benefits of this new field while minimizing the risks. The work of the first year will inform development of a kit of public engagement materials that will support widespread public engagement with synthetic biology in the second year at up to 200 sites across the U.S. Successful practices and infrastructure developed by the Nanoscale Informal Science Education Network to support NanoDays events will be use for this broad dissemination of public engagement in synthetic biology in year 2. When the project is complete a set of tools and guides will be provided online for developing, implementing, and evaluating engagement events that bring scientists and publics together, specifically about synthetic biology, but adaptable to other emerging research topics. The informal science education field will have a better understanding of how to get scientists, engineers, and publics to engage together in discussions about the societal implications of emerging technologies, and how to evaluate the quality of that engagement for both the researchers and the publics involved. The project will also provide a sense of informed public views on societal issues related to synthetic biology that emerge through a variety of public engagement activities that take place in science museums.
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resource research Public Programs
This 2006 paper reviews the ways in which structured informal learning programs for youth have been characterized in the research literature. The paper synthesizes opportunities for and challenges to research in this domain; it categorizes programs and gives concrete examples of various program types. A proposed Vygotskian research framework is organized around key dimensions of the informal learning context, including location, relationships, content, pedagogy, and assessment.
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TEAM MEMBERS: Bronwyn Bevan
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. Using STEM America (USA) is a two-year Pathways project designed to examine the feasibility of using informal STEM learning opportunities to improve science literacy among English Language Learner (ELL) students in Imperial County, California.
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TEAM MEMBERS: Edwin Obergfell Philip Villamor
resource project Public Programs
"Let's Talk" will bring together professionals who are engaged in facilitating, evaluating or studying dialogue in STEM and history-based institutions for a symposium in Summer of 2015 structured as a 'meta-conversation' about what we know about dialogue. The project addresses the lack of a generalizable body of knowledge about dialogue, the need for instructional models and theory to inform the use of Dialogue programming, and the opportunity to prepare future museum professionals. Co-PI's: Kris Morrissey and Robert Garfinkle. Key activities include: Research Synthesis Paper; Symposium of professionals across STEM and history-based museums; Development of theory-based resources.
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resource research Media and Technology
Computer-supported collaborative learning (CSCL) is an emerging branch of the learning sciences concerned with studying how people can learn together with the help of computers. As we will see in this essay, such a simple statement conceals considerable complexity. The interplay of learning with technology turns out to be quite intricate. The inclusion of collaboration, computer mediation, and distance education has problematized the very notion of learning and called into question prevailing assumptions about how to study it.
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TEAM MEMBERS: Gerry Stahl Timothy Koschmann Dan Suthers
resource research Public Programs
This paper addresses the role of museums in education in science and technology through the discussion of a specific project entitled EST "Educate in Science and Technology". The Project puts together methodologies and activities through which museums can be used as resources for long-term project work. In-service training for teachers, work in class with learning kits or with materials brought in by a science Van, and visits to the museum are planned and developed jointly by museum experts and teachers. The Project proposes a teaching and learning model which sees the museum experience as
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TEAM MEMBERS: MARIA XANTHOUDAKI Patrizia Cerutti Sara Calcagnini
resource evaluation Media and Technology
This report summarizes findings from an evaluation of the NSF-funded project: Two Eyes, 3D. Through collaborations with two museums, the project sought to develop and test learning outcomes for stereoscopic (3D) resources. More specifically, the external evaluation—conducted by Rockman Et Al—sought to determine the perceived value of using stereoscopic technology within museums and planetariums, uncover best practices for implementation of stereoscopic resources, and further explore best practices for research partnerships within museum settings.
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TEAM MEMBERS: American Association of Variable Star Observrs Jennifer Borland
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 Public Programs
This poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It describes a project created to design, develop, implement, research, and evaluate a cyberlaboratory in a museum setting.
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TEAM MEMBERS: Oregon State University Shawn Rowe
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes the first year partnership to design and implement a social networking platform and digital badges with two science center programs.
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TEAM MEMBERS: University of Washington Carrie Tzou Theresa Horstman