Publications included in this section.
A global crisis such as the COVID-19 pandemic that started in early 2020 poses significant challenges for how research is conducted and communicated. We present four case studies from the perspective of an interdisciplinary research institution that switched to “corona-mode” during the first two months of the crisis, focussing all its capacities on COVID-19-related issues, communicating to the public directly and via media, as well as actively advising the national government. The case studies highlight the challenges posed by the increased time pressure, high demand for transparency, and communication of complexity and uncertainty. The article gives insights into how these challenges were addressed in our research institution and how science communication in general can be managed during a crisis.
Political, economic and social actors have begun to implement the 17 SDGs (UN 2030 Agenda) to build a desirable future for everyone. To reach this goal, a mix of systemic alteration and individual change is needed. “Free Bright Conversations” is a dialogue-based science communication event developed at MUSE-Science Museum in Trento that focuses on people's engagement with sustainable development. The paper describes the format and provides an evaluation based on preliminary data collected on two occasions. The authors conclude that participatory science communication furthers involvement with our common, sustainable future.
The Mission Mosquito Information Sharing Program (ISP), a collaboration between the U.S. Department of State and Battelle Memorial Institute, is a public diplomacy effort to build and expand an international network of health communicators to increase engagement on mosquito-borne disease. Nineteen professionals from countries experiencing mosquito-borne diseases engaged in a two-week multi-directional information exchange across the United States in May 2018. Program alumni applied knowledge and tools from the ISP in follow-on projects and public outreach campaigns in their home countries. This paper summarizes the ISP and lessons learned, and highlights a science communication case study examining skills and understanding gained.
We present a novel approach to communicating abstract concepts in cosmology and astrophysics in a more accessible and inclusive manner. We describe an exhibit aiming at creating an immersive, multisensory metaphorical experience of an otherwise imperceptible physical phenomenon — dark matter. Human-Computer Interaction experts and physicists co-created a multisensory journey through dark matter by exploiting the latest advances in haptic and olfactory technology. We present the concept design of a pilot and a second, improved event, both held at the London Science Museum, including the practical setup of the multisensory dark matter experience, the delivery of sensory stimulation and preliminary insights from users' feedback.
Reflecting on the practice of storytelling, this practice insight explores how collaborations between scholars and practitioners can improve storytelling for science communication outcomes with publics. The case studies presented demonstrate the benefits of collaborative storytelling for inspiring publics, promoting understanding of science, and engaging publics more deliberatively in science. The projects show how collaboration between scholars and practitioners [in storytelling] can happen across a continuum of scholarship from evaluation and action research to more critical thinking perspectives. They also show how stories of possible futures and community efficacy can support greater engagement of publics in evidence-informed policymaking. Storytelling in collaborations between scholars and practitioners involves many activities: combining cultural and scientific understandings; making publics central to storytelling; equipping scientists to tell their own stories directly to publics; co-creating stories; and retelling collaborative success stories. Collaborative storytelling, as demonstrated in these case studies, may improve the efficacy of science communication practice as well as its scholarship.
Live science events engage publics with science in a social context. This article articulates the aims and ethos of this growing sector within a research context. Semi-structured interviews (N=13) and focus groups (N=77) were conducted with event practitioners (both professional and volunteers) in the U.S.A. and U.K.. Inductive thematic analysis indicated that event producers aim to raise awareness of and professionalism in the sector. In particular, they seek to develop research into long-term impacts of events for both audiences and practitioners.
The making and tinkering movement has become increasingly mainstream over the past decade, pioneered in part through the popularity of magazines like `Make', events such as Maker Faire and DIY websites including `Instructables'. Science centres and museums have been developing their own ideas, notably the Tinkering Studio at the Exploratorium. In this commentary piece, we reflect on why this movement has a strong appeal for the Life Science Centre in Newcastle upon Tyne and why we are in the process of developing a new making and tinkering space to help us enact our centre's vision to `Enrich lives through science'.
Science Hunters is an outreach project which employs the computer game Minecraft to engage children with scientific learning and research through school visits, events, and extracurricular clubs. We principally target children who may experience barriers to accessing Higher Education, including low socioeconomic status, being the first in their family to attend university, and disability (including Special Educational Needs). The Minecraft platform encourages teamwork and makes science learning accessible and entertaining for children, irrespective of background. We employ a flexible approach that adapts to the needs of the users. More than 8000 children have been engaged in the first four years, with overwhelmingly positive feedback.
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 using Scratch. The outcomes are encouraging: through active engagement, the participants have succeeded in completing complex projects, taking responsibilities and interacting with people outside their usual entourage, within a background in which they have been valued and respected.
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 Venice, based not only on scientific input but also on a methodology called “Futurescape city Tours” (FCT) involving inhabitants of the barrier islands of Lido and Pellestrina. This paper will explore three main questions: (i) Can participatory and experiential methodologies, such as FCT help students behave in an anticipatory and inclusive way in their future professional activities? (ii) Can we talk about post-normal science teaching? — i.e. one that acknowledges and works with science and other knowledges to address societal issues? (iii) Can such an approach challenge students thinking in relation to knowledge hierarchies?