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Web-based Learning Solutions for Communities of Practice

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ties (including internet resources), to ‘minds-on’<br />

experiments and models <strong>of</strong> different everyday<br />

coursework involving ‘real’ remotely controlled<br />

experiments. Altogether a “student-friendly”<br />

and engaging environment <strong>of</strong> thematic parks or<br />

museum are provided.<br />

The working hypothesis <strong>of</strong> the CONNECT<br />

project was that the amendment <strong>of</strong> the traditional<br />

scientific methodology <strong>for</strong> experimentation with<br />

visualization applications and model building tools<br />

will help a learner to generally articulate mental<br />

models, to make better predictions and to reflect<br />

more effectively. The project took advantage <strong>of</strong><br />

the fact that students enjoy tremendously visits to<br />

museums which <strong>of</strong>ten increases individual interest<br />

scores and enjoyment <strong>of</strong> science activities as<br />

well as constitute to valuable long-term learning<br />

outcomes (Ayres & Melear, 1998). The role <strong>of</strong><br />

technology in bridging the gap between <strong>for</strong>mal<br />

and in<strong>for</strong>mal learning environments may sum<br />

up to the delivery <strong>of</strong> scientific visualization and<br />

multimedia systems in the areas <strong>of</strong> virtual (VR)<br />

188<br />

Visualising the Invisible in Science Centres and Science Museums<br />

Figure 2. Visualizing the invisible: The CONNECT Science Thematic Park.The CONNECT experience<br />

may add to a visitor’s view a series <strong>of</strong> augmentations, both, advanced or poor and simple. The advanced<br />

augmentations (E/M fields, molecular motions, microscopic view <strong>of</strong> the matter) were created by the<br />

CONNECT team. Through an authoring tool the museum educator or the teacher can upload additional<br />

simple content in order to create more personalized scenarios.<br />

and augmented reality (AR). The possibility <strong>of</strong><br />

AR and VR to make convergence <strong>of</strong> education<br />

and entertainment is becoming more and more<br />

challenging as the technology is continuously optimised<br />

and expands to a wide area <strong>of</strong> applications.<br />

The CONNECT project has pushed the current<br />

boundaries further by providing a plat<strong>for</strong>m that<br />

integrates contextual in<strong>for</strong>mation into classroom<br />

settings, by employing advanced, highly interactive<br />

visualization technologies embedded systems<br />

and wearable computing. Simultaneously it has<br />

introduced new activities and personalized learning<br />

paradigms that fluidly link the use <strong>of</strong> physical<br />

materials with digital technology in creative<br />

inquiry and inventive exploration.<br />

The main technological innovation <strong>of</strong> CON-<br />

NECT consisted in the development <strong>of</strong> an advanced<br />

learning environment, the Virtual Science<br />

Thematic Park (VSTP). It was supposed to act<br />

as a main “hub” <strong>of</strong> all available resources within<br />

the existing network <strong>of</strong> science parks, science<br />

museums and research centres. The VSTP serves

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