Speaking on Science, Museums and Games at GLS

This is re-posted from Barry Joseph’s blog. Barry is the Associate Director For Digital Learning, Youth Initiatives, at the American Museum of Natural History.

This morning I had the pleasure of speaking at one of my favorite conferences – the 9th annual Games, Learning and Society Conference – with one of my favorite partners, the Field Museum. The title was: “Fireside Chat: Building the next science generation through game-based learning in museums”. (In the old days of GLS, fireside chats were informal conversations, held from a big red chair next to a fireplace on a tv screen.)

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That is Audrey on my left, Eve on my right, and clearly I am in the middle with the camera.It was a packed room with three dozen or more attendees who came from graduate school, museums, and those driven by an interest in science. What they read in the program that enticed them to came was the following:

In this chat, the American Museum of Natural History and The Field Museum will highlight different approaches to build a science-positive generation through museum-centered digital gaming programming both on-site and off. The case studies cross a spectrum of technologies and museum-centered goals, and speak to the diversity of techniques being used. Case studies will introduce broader questions about digital gaming and museum-based learning, such as: Is there a conflict between the physical assets of a museum and the ephemeral nature of digital tools? Can youth only learn by simulating the scientific process or can they work with the same tools and data as scientists to participate in and contribute to on-going investigations? To what extent do museum-led digital learning programs need to be centered in the museum’s physical space? How can a museum support youth to navigate their interest-driven learning and to develop a lifelong passion for science?

Seeking to avoid a traditional presentation, and because we had more questions then we ever could address, we used a tool Wheel Decide to let chance determine which questions we would answer, and in what order. We populated it with the following questions (but through the engaged discussion and sharing across the whole room, I think we only manged to get to three of them):

  1. Do games-based learning opportunities need to be centered in a museum’s physical space?
  2. How can museums use games-based learning to help youth develop a lifelong interest in science?
  3. What role can museums play in advancing games-based learning?
  4. How can museums best offer opportunities for youth to remix content?
  5. Should museums produce games themselves, or should they serve as facilitators or content experts for game designers?
  6. What are best practices for engaging youth and teens through games with museum collections?
  7. How can primary collections and research-based data be incorporated into gaming experiences?

My favorite way to share our discussion is filtered through the Tweets of those in attendance. This both condenses the ideas into short sound bites and focuses on what those in attendance found of most interest.

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Digital Learning in Museums Snapshot – April, 2013

This is re-posted from Barry Joseph’s blog. He is the Associate Director For Digital Learning, Youth Initiatives, at the American Museum of Natural History, and also a founding member of Hive NYC.   

Last month I realized I had NO IDEA what was actually going on in museum education programs around the country. Is everyone teaching youth how to design games but no one is teaching them how to use a mobile app? Or is it the other way around? Everyone is talking about digital badging systems, but is anyone actually using one? I wanted to know and I figured I was not alone.

To find out, I posted a survey on the ASTC listserv, which is primarily focused on science and technology centers. And, professionally, that is where Natural History museums find ourselves, even though our focus differs. This was NOT a formal study. I invited people to post anonymously (only I would know their name and institution and I invited them to let me know if I could share their examples and/or that they even participated) and to do so informally – no need to spend weeks kicking it up their chain of command or run it through their communications department. So this is just an informal snapshot of how things might look around the country.

So here you have it, the April 2013 Mooshme Digital Learning in Museums Snapshot:

30 Institutions were included in the final count (I did not count those who did not give me their name and deleted duplicates when more than one person submitted for the same institution). Half identified as science or technology centers, 5 as Natural History museums, 4 as children or youth museums, followed by one each from an assortment of others (aquarium, history museum, nature center, planetarium, and zoo). They came from 21 states/territories and included: Exploratorium, California Academy of Sciences, Orlando Science Center, Chattahoochee Nature Center, Adler Planetarium, The Field Museum, Shedd Aquarium, Dean, SEE Science Center, New Mexico Museum of Natural History & Science, Children’s Library Discovery Center, COSI, Children’s Museum of Houston, Teknikens Hus, and Ontario Science Centre.

For all of the categories below, there were more than four dozen examples explaining in a sentence or two what exact program the museum was currently doing in each area. This helped me to insure we were all speaking the same language – by and large the program descriptions matched my understanding of the question. However, most requested I not share them, so you’ll have to trust me.

Without any further ado, the results:

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How does your institution compare with the results of this survey? Where are you an innovator? Where do you see new opportunities?

Happy Digital Learning Day 2013!

It’s the 2nd annual Digital Learning Day, and once again, we’ve compiled a bunch of great resources from within the network to share with you. They are all available to anyone looking for information or inspiration on how to incorporate digital learning practices and pedagogies into their learning spaces. They’ve all been tested in afterschool, out-of-school and summer learning environments, and they’re free for you to use, remix and share.

Today, our own Leah Gilliam is also at the National Network of Statewide Afterschool Networks Annual Meeting in DC where she’s participating in two sessions and highlighting some of the exciting work that has come from the rich collaborations and partnerships within Hive NYC. One session explores how to build and sustain digital learning opportunities from a networked perspective and via partnerships. The other focuses on the Maker Movement in the afterschool space, namely, what “making” looks like in informal learning and how it empowers learners. We’ll share more details following those sessions soon!

Check out these resources!

Screen Shot 2013-02-06 at 2.13.28 PMCuriosity Machine – Iridescent. The Curiosity Machine is a hands-on learning platform that brings cutting-edge science research and related engineering activities to children and their families. The Curiosity Machine is supported by NSF and the Office of Naval Research. It is a website and mobile app that hosts a collection of exciting and challenging engineering projects designed to encourage curiosity, creativity, and persistence.

Technovation Challenge – Iridescent. Technovation Challenge’s mission is to support and inspire girls to become creators and innovators. The program offers high school girls an opportunity to learn about computer science and entrepreneurship by partnering with women in technology via an online course hosted on P2PU.  Together they bring their unique perspectives together to develop mobile phone applications that solve problems in their local communities.

TASCasaurus After-School Curriculum – Hive NYC and TASC. Developed by The After-School Corporation and Hive NYC Learning Network, this curriculum provides educators in expanded learning time, after-school and other out-of-school time settings with a free, engaging, web-based model to teach kids how to move from digital consumers to active web producers.

Webmaking Hacktivities – Mozilla. For educators looking to introduce concepts around webmaking into formal or informal learning environments, these Hacktivity Kits include everything you need, from icebreakers to more complex lesson plans.

Media in Action Curriculum – Global Action Project. This curriculum, developed by the Global Action Project, is intended to serve as a rough guide for how to harness the power of youth media for cultural expression and political change.

Off the Wall – Institute of Play. Visual-based templates help you take your challenge-based informal learning activities to a new level.

Off the Wall Design by Institute of Play

Off the Wall Design by Institute of Play

Off the Wall Design by Institute of Play

Off the Wall Design by Institute of Play

 
Playforce – Institute of Play. Playforce is an online community built for and by players, parents and educators to discover and share learning experiences from games. For parents and educators, this provides a searchable database of games with learning potential, by specific content area or skill. It also trains players to develop critical tools to articulate what they’ve learned in a way that educators can easily understand.

Gamekit – Institute of Play. Gamekit is a digital platform to connect aspiring teen game designers to professionals through curated game design challenges. The site recently launched in beta, and there are currently 4 warm-up challenges on the site. New ones will be published monthly beginning in March.

Short Circuit Guides – Institute of Play. Short Circuit Guides offer complete curriculum and professional development modules for an after-school program in electronics and physical computing. These are free to download, and they include lesson plans and individualized assessment tools for hands-on informal learning activities that encourage DIY digital media skills.

Playmakers  – Institute of Play. Playmakers videos explore some of the experiences and innovations that are changing the face of learning design for the 21st century, intended to inspire others to think about how they can use new tools and ideas to address the challenge of student engagement.

Digital Passport – Common Sense Media. Common Sense Media’s Digital Passport is a fun and effective way to teach and test the basics of online life – Digital Citizenship and Literacy! The free web-based games and videos engage 3rd – 5th graders in independent learning. The modules zero in on critical skills related to digital safety, respect, and community.

Here’s another example of digital learning in action:

Youth and educators from Brooklyn Public Library, Global Kids and TeacherGaming came together to create and explore a challenge-based, virtual learning environment using MinecraftEdu to explore social themes from The Hunger Games including inequality, suffering, and resource distribution. Read more about it here.

We’d love to hear what you think, and what other resources you use to create and facilitate effective digital learning experiences for youth!