Our regular Stakeholder Briefings are a great way to find out more about the STEM ecosystem in NSW and meet colleagues and collaborators.
For our post-National Science Week briefing on Tuesday 12 September we reviewed the 2023 program and invited key program hosts to share their successful engagement strategies.
We were also pleased to include a presentation on VR technology from the VR Huddle Room, and found out about how to incorporate VR technology into STEAM programs.
For those who were unable to join us in person you can review the recording below.
Please note: The recording quality is not great as there was no microphone or camera in the room, but the slides and speaking still capture most of the content. We didn’t include the questions at the end which discussed content for VR technology, schools audiences and sharing dates of major events during the week to ensure no clashes.
Hosted by Emily Jateff, Chair Inspiring NSW.
National Science Week 2023 highlights with Meredith Hall, Manager Inspiring NSW.
Guest speakers on their 2023 National Science Week experience
Phoebe Cowdery, Creative Producer at the Corridor Project spoke about the project she presented with Aleshia Lonsdale, artist and curator, their place based First Nations science program Wyangala in Central West NSW.
Christian Eckardt, Manager Education and Community Programs, Greater Sydney Parklands spoke about the long-running Science Week program Science in the Swamp at Centennial Park, and the evolution of a new program, Science in the Scrub at Western Sydney Parklands.
Alison Mellor from the Australian Museum, with Rachel Rothwell and Colleen Fitzgerald from the Botanic Gardens of Sydney, presented on their successful collaboration Sydney Science Trail that offers a schools and community program along with an online trail.
To finish the presentation we were pleased to include Rosanna Cotina from VR Huddle Room and Edgevr. She spoke about her National Science Week event series Journey to the VR Huddle Room, and more broadly about the opportunity for using VR technology in STEAM outreach and community engagement.