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  • 1
    Publication Date: 2020-07-30
    Description: The aim of scientific dissemination is to spread interest and knowledge of scientific issues by trying to reach people of all ages and social backgrounds. Simplifying, without trivializing, scientific concepts and making them attractive to the general public is therefore essential to achieve the previous objectives. For this purpose, it can be useful for scientists to work in close collaboration with artists, implementing new tools that can positively influence the emotional sphere and capture the attention of the people involved. Playful educational activity and visual language play a key role in this process, to convey interest and facilitate learning. An example of this approach are the educational laboratories structured as group games, in which great importance is given both to practical activities and to the transmission of concepts through their visualization in the form of images. Over the last 8 years, the Istituto Nazionale di Geofisica e Vulcanologia (National Institute of Geophysics and Volcanology, INGV), the Istituto di Scienze Marine del Consiglio Nazionale delle Ricerche (Institute of Marine Sciences of the National Research Council, CNR-ISMAR) and the Historical Oceanography Society (HOS) have collaborated in the organization of science dissemination events involving students from schools of different levels participating in educational experiences based on games, characterized by an essentially visual approach to the concepts presented. In this work, we would like to give a brief overview of these educational tools, retracing the choices made while ideating them, thanks mainly to the close collaboration with artists and illustrators.
    Print ISSN: 2569-7102
    Electronic ISSN: 2569-7110
    Topics: Geosciences
    Published by Copernicus on behalf of European Geosciences Union.
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  • 2
    Publication Date: 2020-09-02
    Description: The aim of scientific dissemination is to spread interest and knowledge of scientific issues by trying to reach people of all ages and social backgrounds. Simplifying, without trivializing, scientific concepts and making them attractive to the general public is therefore essential to achieve the previous objectives. For this purpose, it can be useful for scientists to work in close collaboration with artists, implementing new tools that can positively influence the emotional sphere and capture the attention of the people involved. Playful educational activity and visual language play a key role in this process, to convey interest and facilitate learning. An example of this approach are the educational laboratories structured as group games, in which great importance is given both to practical activities and to the transmission of concepts through their visualization in the form of images. Over the last 8 years, the Istituto Nazionale di Geofisica e Vulcanologia (National Institute of Geophysics and Volcanology, INGV), the Istituto di Scienze Marine del Consiglio Nazionale delle Ricerche (Institute of Marine Sciences of the National Research Council, CNR-ISMAR) and the Historical Oceanography Society (HOS) have collaborated in the organization of science dissemination events involving students from schools of different levels participating in educational experiences based on games, characterized by an essentially visual approach to the concepts presented. In this work, we would like to give a brief overview of these educational tools, retracing the choices made while ideating them, thanks mainly to the close collaboration with artists and illustrators.
    Description: Published
    Description: 179–190
    Description: 2TM. Divulgazione Scientifica
    Description: N/A or not JCR
    Keywords: outreach ; art ; educational tools ; 05.03. Educational, History of Science, Public Issues
    Repository Name: Istituto Nazionale di Geofisica e Vulcanologia (INGV)
    Type: article
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  • 3
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    Edizioni Caracol
    Publication Date: 2020-06-16
    Description: Le maree sono un argomento spesso poco approfondito nelle scuole superiori, ma estremamente affascinante. L'Istituto Nazionale di Geofisica e Vulcanologia con la collaborazione dell'Historical Oceanography Society ha realizzato un volume divulgativo rivolto ai ragazzi delle superiori, ma anche agli adulti, per spiegare questo argomento attraverso un approccio ludico. Infatti, il libro è parte integrante di un gioco che può essere scaricato dal seguente sito https://ingvambiente.com/2020/03/23/mareopoli/. Mareopoli è un'occasione per comprendere i fenomeni che regolano le maree e la loro variabilità nel mondo, per apprendere curiosità scientifiche sugli studi di importanti e famosi personaggi del passato, sui risultati delle loro osservazioni, sull'evoluzione delle teorie che si sono susseguite durante i secoli dal periodo greco e romano alla fine del Settecento e sul difficile percorso che ha portato alla formulazione dell'attuale equazione sulla teoria dinamica delle maree.
    Description: Published
    Description: 2TM. Divulgazione Scientifica
    Keywords: maree ; oceanografia ; storia ; gioco ; 03.02. Hydrology
    Repository Name: Istituto Nazionale di Geofisica e Vulcanologia (INGV)
    Type: book
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  • 4
    Publication Date: 2018-02-23
    Description: In questo articolo descriviamo l’importanza dell’attività ludico-didattica e del linguaggio visivo per facilitare l’apprendimento ed in particolare l’esperienza della sede INGV di Porto Venere all’interno del Gruppo di Lavoro La Spezia Golfo della Scienza [Locritani et al., 2015], nell’ambito dello sviluppo di giochi scientifici. Il gruppo di lavoro ormai da dieci anni collabora nell’organizzazione di eventi di divulgazione con l’obiettivo di accrescere la conoscenza sulle grandi tematiche ambientali per la salvaguardia del Pianeta. Le premesse che sostengono questa strategia hanno radici profonde provenienti da motivazioni politiche, economiche e sociali che sono alla base dello Sviluppo Sostenibile. In ambito Europeo l’educazione allo Sviluppo Sostenibile richiede il coinvolgimento di tutta la popolazione, nonostante queste linee guida i sondaggi dell’Eurobarometro evidenziano un basso interesse nei confronti delle scienze. In questo contesto è importante evidenziare il ruolo della divulgazione scientifica e delle diverse metodologie da impiegare. Nella semplificazione dei concetti svolge un ruolo chiave l’immagine e l’utilizzo di essa nella realizzazione di giochi scientifico-didattici. Nei prossimi paragrafi verranno descritti: il contesto economico, politico e sociale che sostiene l’importanza della divulgazione scientifica; la funzione del linguaggio visivo nella comunicazione scientifica; il ruolo del gioco nell’apprendimento; l’esperienza dell’INGV di Porto Venere all’interno dell’ambito territoriale e scientifico in cui opera; le strategie usate nella fase di progettazione del gioco, i contenuti dei giochi e le modalità stabilite per il loro utilizzo.
    Description: Published
    Description: 1-26
    Description: 2TM. Divulgazione Scientifica
    Description: N/A or not JCR
    Keywords: Educational game ; Historical Oceanography ; Ocean literacy ; Tide ; Earthquakes ; Volcanoes ; Environment ; 05.03. Educational, History of Science, Public Issues ; 03. Hydrosphere ; 05.09. Miscellaneous
    Repository Name: Istituto Nazionale di Geofisica e Vulcanologia (INGV)
    Type: article
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  • 5
    Publication Date: 2018-03-30
    Description: In the Northern part of Italy, in Region Liguria, there is a Gulf, which is known also as the “Gulf of the Poets”. Why? Because through the centuries, many famous poets, writers and artists spent their holidays or part of their life in the villages and small towns surrounding the city of La Spezia. Among the others, the poet Lord Byron and the writer Percy Bysshe Shelley together with his wife Mary, the clever creator of Frankenstein (a novel that some claim to be the first legitimate example of the genre we now call science fiction, and that maybe started during the author’s stay in the Gulf - until otherwise proven). But apart from anecdotes, indeed, the Gulf of Poets is, indeed, also a Gulf of Scientists: La Spezia (the second Ligurian most important town), has a long maritime tradition that deserves to be kept alive and cultivated within its own community.
    Description: Published
    Description: Venezia, Italia
    Description: 2TM. Divulgazione Scientifica
    Keywords: Scientific outreach ; Ocean Literacy
    Repository Name: Istituto Nazionale di Geofisica e Vulcanologia (INGV)
    Type: Abstract
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  • 6
    Publication Date: 2018-03-30
    Description: Smart, sustainable and inclusive Blue Growth means also knowing past technology and the paths followed by ancients in order to understand and monitor marine environments. In general, history of Science is a matter that is not enough explored and explained or promoted in high schools or university official programmes, and, usually, scientist do not consider it as an important part of their curricula. However, bad or good ideas, abandoned or forgotten beliefs, concepts, opinions, do still have a great potential for inspiring present and future scientists, no matter in which historical period they may have been formulated: they should be always be taken into consideration, critically examined and observed by a very close point of view, not just as part of the intellectual framework of some obsolete ‘Cabinet of Curiosities’ with limited access except for the chosen few. Moreover, history of Science should be transmitted in a more practical way, with hands-on labs showing the limits and challenges that prior generations of ocean explorers, investigators and seafarers had to face in order to answer to crucial questions as self-orientation in open sea, understanding main currents and waves, predicting meteorological conditions for a safe navigation. Oceanography is a relatively young branch of science, and still needs further approvals and knowledge (National Science Foundation, 2000). The Scientific Dissemination Group (SDG) “La Spezia Gulf of Science” – made up by Research Centres, Schools and Cultural associations located in La Spezia (Liguria, Italy) - has a decadal experience in initiatives aimed at people and groups of people of all ages, who are keen on science or who can be guided in any case to take an interest in scientific matters (Locritani et al., 2015). Amongst the SDG activities, the tight relationship with the Historical Oceanography Society, the Italian Navy and the Naval Technical Museum (that collects a rich heritage of civilization, technology and culture witnesses, related to the naval history of seamanship from the origins up to nowadays), allowed the creation of a special educational format based on Historical Oceanography, for university and high school students as an integration for their curriculum. The Historical Oceanography Society has provided the major knowledges included in the ancient volumes of its archive, thanks to the availability of its members that also held theoretical and practical lessons during the course. The present paper will describe the one-week special course (about 60 hours of theory and practice with technical visits to Research centres and Museums) that has been planned to be carried out on board of the Italian Training Navy Ship (A. Vespucci) and has been organized in order to give the hints about on board life, as well as theoretical lessons on modern and historical oceanography, hands-on labs on oceanographic instruments from public and private collections, physiology of diving techniques and astronomy. The general aim of this course has been, hence, to give to excellent students all those technological but also creative and imaginative features of our past.
    Description: Published
    Description: Vienna
    Description: 1TM. Formazione
    Keywords: Hystorical Oceanography ; Ocean Literacy ; Hystorical Oceanography, Training courses
    Repository Name: Istituto Nazionale di Geofisica e Vulcanologia (INGV)
    Type: Poster session
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  • 7
    Publication Date: 2018-03-30
    Description: Research and researchers do have an important role in sustainable green and blue economy. It is also clear that outreach activities are fundamental to improve societal perception of Science past and present results and future insights or consequences and that is primary to change people’s mentality. This is one of the main goals of the Scientific Dissemination Group (SDG) “La Spezia Gulf of Science”, made up by Research Centres, Schools and Cultural associations located in La Spezia (Liguria, Italy). However, communicating scientific results means also improving educational methods: introducing tight relationship with artists (especially graphic designers), can produce unusual approaches and translate concepts in images which everyone can understand also under an emotional point of view. Images have a fundamental role for understanding and learning simple and less simple concepts, for example general public and high School students can be reached by interactive conferences with live speed painting (Locritani et al., 2016), and kids can be involved in interactive games. And games, especially, can reduce learning curves, since playing itself creates a natural forum for exchanging ideas and reflecting on natural phenomena and human impacts outside of class hours. Games, and the entertainment value of play, have the ability to teach and transform (Gobet et al., 2004). In this work we’ll present two different games that raised from the collaboration between researchers and artists: MAREOPOLI and THE ENERGY CHALLENGE. MAREOPOLI (The City of Tides) is a simplified adaptation of the famous board game Monopoly, and consist of 36 spaces: 16 important historical and coastal cities having relevant tide phenomena, 8 Unexpected Events spaces (questions are asked on Modern Oceanography), 8 Curious Facts spaces (players receive information on historical records) and 4 corner squares: GO, (Blocked) in Limestone Grotto/Just Visiting, Free Beach Club, and Go to Limestone Grotto. Players move around the game-board attempting to take control of all 16 cities, with the goal of acquiring information about scientific facts related to tides, climate change and historical oceanographic records. A city is conquered by answering correctly to specific questions. THE ENERGY CHALLENGE (Bussei et al., 2002) is a role-playing game aimed to explain concepts related to energy and one of the deliverables of the FP6 project WESPA (2002-SCIENCEANDSOCIETY-2). It makes use of appealing playing cards that, through eye-catching images, exemplify the different forms and sources of energy and its transformation processes. The game has very simple rules and has been designed as an educational team game, to be used especially in schools, both primary and secondary. Players are organized in two teams, according to their assigned cards, and have to choose a game strategy that optimizes the available resources, their use and the general environmental sustainability.
    Description: Published
    Description: Vienna
    Description: 2TM. Divulgazione Scientifica
    Keywords: educational games ; blue economy ; Educational games
    Repository Name: Istituto Nazionale di Geofisica e Vulcanologia (INGV)
    Type: Poster session
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