Social inclusion

30/09/2020

COVID-19 pandemic hit Brazil in February 2020. Controversial information, minimization of the problem, and difficulties resulting from extreme social inequality, led to the intensification of the disease and number of deaths. During this period, the government failed to provide information to the Deaf minority that uses Brazilian Sign Language to communicate. This study analyzes information provided by a TV with accessibility, as well as a Facebook page created by Deaf and hearing interpreters, and videos posted on Instagram and YouTube for that community. The novelty of the subject required linguistic efforts so that information could be coherent in sign language.

01/09/2020

In this series of comments, we argue for Science Communication as an enabler of transdisciplinary, integrative collaboration in the context of today’s complex, multi-stakeholder issues. Participatory design, as a collaborative method, is effective in achieving mutual learning, shared understandings, integrating disciplines and creating solutions that make sense in the multi-layered reality of today’s challenges. Science Communication, therefore, is communication design in transdisciplinary collaborations.

20/07/2020

In this era of pandemics, economic crises and civil unrest, science centres and museums have an opportunity to become truly relevant resources to society. This paper summarises a number of critical lessons from the PISEA International Symposium, a conference held the at the Austrian Museum of Folk Life and Folk Art in Vienna from the 17th–18th of October 2019. The purpose of this event was to share, learn, and discuss ways in which engagement with migrants and refugee populations might be improved within informal science learning spaces. Issues around integration, inclusive art-science practice, and shifting institutional policy and language were all explored. This paper also calls for the committed reform of informal science spaces, and a renewed commitment to responsive, equitable, and inclusive practice.

27/04/2020

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.

30/03/2020

How a discipline's history is written shapes its identity. Accordingly, science communicators opposed to cultural exclusion may seek cross-cultural conceptualizations of science communication's past, beyond familiar narratives centred on the recent West. Here I make a case for thinking about science communication history in these broader geotemporal terms. I discuss works by historians and knowledge keepers from the Indigenous Australian Yorta Yorta Nation who describe a geological event their ancestors witnessed 30,000 ybp and communicated about over generations to the present. This is likely one of the oldest examples of science communication, warranting a prominent place in science communication histories.

30/09/2019

As science communication develops as a field of both practice and research, it needs to address issues of equity, diversity, and inclusion across a wide range, including race, power, class, gender. Doing so will require deeper understanding of conceptual work and practical activities that address those issues. This brief comment introduces a series of commentaries that provide one approach: feminist approaches to science communication.

11/02/2019

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.

17/01/2019

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 ability to design for engagement and usability. Here, we examine volunteer interaction with 63 projects, representing the most comprehensive collection of online citizen science project data gathered to date. Together, this analysis demonstrates how subtle project design changes can influence many facets of volunteer interaction, including when and how much volunteers interact, and, importantly, who participates. Our findings highlight the tension between designing for social good and broad community engagement, versus optimizing for scientific and analytical efficiency.

12/11/2018

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.

16/07/2018

Communicating about environmental risks requires understanding and
addressing stakeholder needs, perspectives, and anticipated uses for
communication products and decision-support tools. This paper
demonstrates how long-term dialogue between scientists and stakeholders
can be facilitated by repeated stakeholder focus groups. We describe a
dialogic process for developing science-based decision-support tools as
part of a larger sea level rise research project in the Gulf of Mexico. We
demonstrate how focus groups can be used effectively in tool development,
discuss how stakeholders plan to use tools for decision-making and
broader public outreach, and describe features that stakeholders perceive
would make products more usable.

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