Social inclusion

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.

17/11/2016

Scientists for whom English is not their first language report disadvantages with academic communication internationally. This case study explores preliminary evidence from non-Anglophone scientists in an Australian research organisation, where English is the first language. While the authors identified similarities with previous research, they found that scientists from non-Anglophone language backgrounds are limited by more than their level of linguistic proficiency in English. Academic science communication may be underpinned by perceptions of identity that are defined by the Anglocentric hegemony in science, which dictates not only how academic science is communicated but also who can communicate it.

21/01/2016

Citizen Science is part of a broader reconfiguration of the relationship between science and the public in the digital age: Knowledge production and the reception of scientific knowledge are becoming increasingly socially inclusive. We argue that the digital revolution brings the "problem of extension" — identified by Collins and Evans in the context of science and technology governance — now closer to the core of scientific practice. In order to grasp the implications of the inclusion of non-experts in science, the aim of this contribution is to define a role-set of non-certified knowledge production and reception, serving as a heuristic instrument for empirical clarifications.

21/03/2013

Communicating science to scientists works well thanks to well-defined communication structures based on both printed material in peer-reviewed publications   and oral presentations, e.g.\ at conferences and seminars. However, when science is communicated to practitioners, the structures become fuzzy. We are   looking at how to implement Web2.0 technologies to Danish seed scientists communicating to seed consultants, agricultural advisors, and seed growers, and  we are met with the challenge of securing effective knowledge diffusion to the community. Our investigation's focal point is on Rogers' theoretical framework  ``Diffusion of Innovation'' (DOI), as we look at how DOI may affect the Danish seed industry if science communication is redesigned in accordance with the  framework. During our project workshop, participants recognized trends and characteristics from DOI in the Danish seed community and argued for more  collaboration between scientists and practitioners. This can be done by implementing fast-learning via online website, but it needs to be assisted by   slower-paced face-to-face learning to lessen the risk of a digital knowledge divide within the community.

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