This article presents some of the challenges faced in developing an interactive exhibit on nanoscience and nanotechnology in Brazil. Presenting a scientific-technological area which is still in formation and which is little known by the population leads to a (re)consideration of the role of museums and science centers in the conformation and consolidation of scientific practice itself. Museographically, the exhibit deals with the challenge of making matter visible in an expression which is distant from the human perception. Some reflections are presented here on the option of musealization
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TEAM MEMBERS:
Sandra MurrielloDjana ContierMarcelo Knobel
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 WinnFrederick StahrChristian SarasonRuth FrulandPeter OppenheimerYen-Ling Lee
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
The aim of this research was to investigate the way in which parents of Grade One learners in a traditionally black school facilitate learning to help their children acquire mathematical skills and knowledge in mathematics, and also to help them become confidently involved in and give meaning to mathematics learning in Grade One. A questionnaire, which was compiled after an intensive literature study, was administered and semi-structured interviews were held. Data were analysed quantitatively and qualitatively, and it became evident that the parents of Grade One learners in the school used for
3D interactive virtual reality museum exhibits should be easy to use, entertaining, and informative. If the interface is intuitive, it will allow the user more time to learn the educational content of the exhibit. This research deals with interface issues concerning activating audio descriptions of images in such exhibits while the user is navigating. Five methods for activating audio descriptions were implemented and evaluated to find the most effective. These range roughly on a passive- active continuum. With the more passive methods, an audio explanation was triggered by simple proximity to
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TEAM MEMBERS:
Briana SullivanColin WareMatthew Plumlee
Robotics brings together learning across mechanism, computation and interaction using the compelling model of real-time interaction with physically instantiated intelligent devices. The project described here is the third stage of the Personal Rover Project, which aims to produce technology, curriculum and evaluation techniques for use with after-school, out-of-school and informal learning environments mediated by robotics. Our most recent work has resulted in the Personal Exploration Rover (PER), whose goal is to create and evaluate a robot interaction that will educate members of the general