The Informal STEM Community Resource Library, also known as the Repository, is a crowdsourced and searchable database of thousands of informal STEM learning project descriptions, research materials, and evaluation reports.
Found 9611 results. Change search to: repository and web pages combined or website only.
REPOSITORY | RESEARCH
The purpose of this study is to develop an instrument to assess civic scientific literacy measurement (SLiM), based on media coverage. A total of 50 multiple-choice items were developed based on the most common scientific terms appearing in media within Taiwan. These questions covered the subjects of biology (45.26%, 22 items), earth science (37.90%, 19 items), physics (11.58%, 6 items)...
DATE: August 1st, 2012
REPOSITORY | RESEARCH
This article presents a metalogue discussion about the two focus articles and the six associated review essays on the topic of conceptual change as it applies to research, and science teaching and learning in a museum setting. Through the lenses of a sociocultural perspective of learning we examine the applicability of the ideas presented in the forum for museums and...
DATE: July 1st, 2008
REPOSITORY | RESEARCH
The purpose of this study was to examine the nature of docent expertise. To achieve this purpose, the following questions guided the research: 1) What are the characteristics that define an expert docent? 2) What types of learning experiences lead to the development of expertise? 3) How does the museum context shape docent learning? and 4) What is the process...
DATE: May 1st, 2005
REPOSITORY | EVALUATION
The National Federation of the Blind (NFB), in partnership with scholars from Utah State University and educators from the Science Museum of Minnesota (SMM), has developed the Spatial Ability and Blind Engineering Research (SABER) project to assess and improve the spatial ability of blind teens in order to broaden their participation in STEM fields. The goals of the project include:
Contribute...
DATE: April 20th, 2020
REPOSITORY | RESEARCH
Identifying private gardens in the U.K. as key sites of environmental engagement, we look at how a longer-term online citizen science programme facilitated the development of new and personal attachments of nature. These were visible through new or renewed interest in wildlife-friendly gardening practices and attitudinal shifts in a large proportion of its participants. Qualitative and quantitative data, collected via...
DATE: January 17th, 2019
REPOSITORY | RESEARCH
Online citizen science platforms increasingly provide types of infrastructural support previously only available to organisationally-based professional scientists. Other practices, such as creative arts, also exploit the freedom and accessibility afforded by the World Wide Web to shift the professional-amateur relationship. This paper compares communities from these two areas to show that disparate practices can learn from each other to better...
DATE: January 17th, 2019
REPOSITORY | RESEARCH
We developed a multi-touch interface for the citizen science video game Foldit, in which players manipulate 3D protein structures, and compared multi-touch and mouse interfaces in a 41-subject user study. We found that participants performed similarly in both interfaces and did not have an overall preference for either interface. However, results indicate that for tasks involving guided movement to dock...
DATE: January 17th, 2019
REPOSITORY | EVALUATION
The Miami Children’s Museum (MCM) contracted RK&A to conduct a summative evaluation of the Construction Zone exhibition, which was funded in part by IMLS. The evaluation focused on understanding the overall experience for walk-in visitors to the exhibition. It also explored visitor experiences with three specific exhibits with attention to problem-solving, experimentation with building materials, and collaboration.
How did we approach...
DATE: October 1st, 2019
REPOSITORY | RESEARCH
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...
DATE: November 1st, 2014
REPOSITORY | EVALUATION
This long-term follow-up study utilized mixed method design to elicit information from the previous alumni cohorts over the past ten years. Extensive qualitative analysis supports quantitative findings across five intended program outcomes (content; science identity, science communication, 21st century skills and positive youth development; and networking. It also documents additional non-specifically targeted outcomes (e.g., parenting and community involvement); influence of...
DATE: February 1st, 2020
REPOSITORY | RESEARCH
Effective classification of large datasets is a ubiquitous challenge across multiple knowledge domains. One solution gaining in popularity is to perform distributed data analysis via online citizen science platforms, such as the Zooniverse. The resulting growth in project numbers is increasing the need to improve understanding of the volunteer experience; as the sustainability of citizen science is dependent on our...
DATE: January 17th, 2019
REPOSITORY | RESEARCH
In citizen science, user-centred development is often emphasised for its potential to involve participants in the development of technology. We describe the development process of the mobile app “Naturblick” as an example of a user-centred design in citizen science and discuss digital user feedback with regard to the users' involvement. We have identified three types of digital user feedback using...
DATE: January 17th, 2019
REPOSITORY | RESEARCH
Although hundreds of citizen science applications exist, there is lack of detailed analysis of volunteers' needs and requirements, common usability mistakes and the kinds of user experiences that citizen science applications generate. Due to the limited number of studies that reflect on these issues, it is not always possible to develop interactions that are beneficial and enjoyable. In this paper...
DATE: January 17th, 2019
REPOSITORY | RESEARCH
We discuss the potential application to virtual citizen science of a recent standard (BS ISO 27500:2016 “The human-centred organisation”) which encourages the adoption of a sociotechnical systems perspective across a wide range of businesses, organizations and ventures. Key tenets of the standard concern taking a total systems approach, capitalizing on individual differences as a strength, making usability and accessibility strategic...
DATE: January 17th, 2019
REPOSITORY | RESEARCH
The growing interest in citizen science has resulted in a new range of digital tools that facilitate the interaction and communications between citizens and scientists. Considering the ever increasing number of applications that currently exist, it is surprising how little we know about how volunteers interact with these technologies, what they expect from them, and why these technologies succeed or...
DATE: January 17th, 2019
REPOSITORY | RESEARCH
Genetic Modification (GM) has been a topic of public debates during the 1990s and 2000s. In this paper we explore the relative importance of two hypothesized explanations for these controversies: (i) people's general attitude toward science and technology and (ii) their trust in governance, in GM actors, and in GM regulations, in explaining the Dutch public's Attitude toward GM applications,...
DATE: October 3rd, 2018
REPOSITORY | PROJECT
The Science and Math Informal Learning Education (SMILE) pathway is serving the digital resource management needs of the informal learning community. The science and math inquiry experiences offered by science and technology centers, museums, and out-of-school programs are distinct from those found in formal classrooms. Interactive exhibits, multimedia presentations, virtual environments, hands-on activities, outdoor field guides, engineering challenges, and facilitated...
DATES: November 1st, 2007 - September 30th, 2014
REPOSITORY | RESEARCH
This paper is a reflective account of a public participation project the authors conducted in Japan in 2012–2015, as part of the central government's initiative for evidence-based policy-making. The reflection focusses on three key aspects of the project: setting a precedent of involving public participation in policy-making; embedding an official mechanism for public participation in policy-making process; and raising policy...
DATE: October 3rd, 2018
REPOSITORY | RESEARCH
In November 2016, within an Environmental studies course at the University of Venice, students carried out an experiment aimed at collecting scenarios of the Venetian coast's future starting from lessons learnt during the episode of storm surge 50 years ago (Aqua Granda ‘flood’). The students built scenarios able to anticipate the effect of sea level rise on coastal areas in...
DATE: October 8th, 2018
REPOSITORY | RESEARCH
According to the Gateway Belief Model, scientists and science educators should stress the scientific consensus when engaging with the lay population across a wide variety of mediums, including debates. The purpose of this study, then, was to determine if engaging in such debates does more harm than good in terms of persuading individuals towards accepting the scientific consensus of controversial...
DATE: October 16th, 2018
REPOSITORY | EVALUATION
RK&A conducted a summative evaluation of the New Glass Now exhibition at the Corning Museum of Glass. The interpretative goal for the exhibition is to challenge visitors to expand their notions of glass in contemporary art and design.
Methodology
The goal of the study is to explore visitors’ experiences in the temporary exhibition—the first exhibition to be evaluated in the contemporary wing of...
DATE: December 1st, 2019
REPOSITORY | EVALUATION
Char Associates conducted an evaluation of the four-year, NSF-funded project, Interpreters and Scientists Working on Our Parks (iSWOOP). The project brought interpreters and scientists together in multi-day professional development sessions at five national parks with the purpose of showcasing scientific research that usually goes unseen and unappreciated by park visitors. iSWOOP coordinated the development and delivery of digital libraries including...
DATE: January 1st, 2020
REPOSITORY | RESEARCH
Environmental Pedagogies and Practice is divided into four sections: changing environmental pedagogies, teaching practices, examples of transformative approaches and a toolkit of lesson plans. While the book focuses on environmental communication, the chapters offer insights that are also relevant in a range of science communication contexts.
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DATE: October 22nd, 2018
REPOSITORY | RESEARCH
It can be argued that ethical considerations in science communication are a significantly overlooked area although these considerations are implicit in many ongoing academic debates within the field, and within the practical implications of work which is being both constructed and shared within the discipline. Priest, Goodwin and Dahlstrom's [2018] edited collection, ‘Ethics and Practice in Science Communication’, is therefore...
DATE: November 6th, 2018
REPOSITORY | RESEARCH
We explored the potential of science to facilitate social inclusion with teenagers who had interrupted their studies before the terms set for compulsory education. The project was carried out from 2014 to 2018 within SISSA (International School for Advanced Studies), a scientific and higher education institution in physics, mathematics and neurosciences, and was focused on the production of video games...
DATE: November 12th, 2018