Latest ArticlesThe paper proposes the concept about science popularization from historical perspectives, which defines science popularization as a process that the science plays more and more important role with various forms and causes counteraction in the society. The history of science popularization is a part of cultural history. In China, because the Science began to communicate without the condition of social foundations, this process has the characteristies of government guiding, social elite practicing and top-down flowing.
India, a developing country, has put great emphasis on the development of science & technology. After independence, India has made many efforts on science & technology communication and has formed its unique mode and philosophy of science & technology communication. This paper aims to introduce you to the science communication in India by mainly focusing on the history, the main organizations and institutes and the characteristics of science communication in India.
This project is based on the commission of the China Digital Science and Technology Museum to make the theoretical and practical research-based report on the Research of Web Visual Indentity System Design in Theory (WVIS). Research of the “Design and development of the user interface” concerns itself with three problems: the problem of user-friendly design of computer hardware device in the networked control environment; the problem of orderly integrating the information resource structure of network、encoding the content and devising to build the knowledge tree; and the problem of art design for the friendly interface. The research of this project is restricted to the scope of the third problem of the “Design and development of the user interface”, and attempt to make a comprehensive and experimental research from seven aspects, as encoding the symbols, luminous efficiency and colors, graphic display, operating instruction、structure module, spatial navigation and aesthetic cognition. And this research would be concerned with many different subjects, like network technology, computer science, artificial intelligence, cognitive psychology, linguistic signs and art design. Therefore, the research of this project itself is also a research of a new crossed and composite subject. We expect putting these research works to be a pioneer on the basis of the platform of the resource construction of the China Digital Science and Technology Museum, in order to promote the advanced study and application in this disciplinary field.
From the perspective of “Information Field of Science Popularization Environment” theory, “popularizing science ” is to provide good service of “information field of science popularization environment” for the audiences, which is decided by three factors as “whom, what and how”. By analyzing the three components of information field like audience, channel and information, this paper puts forward several viewpoints, such as the audiences should be kept in curiosity all the time, the “black-box theory” of the science popularization information, rules and methods of science popularization activities like “multiple channels way”.
As one of the most important places for science popularization, science museum undertakes an important task to enhance scientific literacy of the nation. But so far, it's still not clear about the concept of scientific literacy, and how to establish a clear path for reinforcing quality education. Considering the experiences of education activities for science museum, the authors try to interpret the abstract concept of “scientific literacy” into concrete and operable educational activities. Three dimensions including scientific thinking, scientific spirit and scientific approaches are discussed in detail. Furthermore, through cognitive and psychological analysis the detailed and feasible suggestions are put forward to enhance people's qualities by educational activities in science museums.