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resource project Library Programs
Leveraging existing partnerships with eight rural and eight Tribal libraries as community resource centers, the goal of this project is to develop, research, and implement an informal biodiversity educational framework that empowers rural and Tribal youth, youth practitioners, and librarians to (1) become stewards of biodiversity; (2) foster an enhanced sense of science identify and belonging in STEM; and (3) hone analytical and problem-solving skills.
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TEAM MEMBERS: Bradley Barker Judy Diamond Chad Brassil Michelle Krehbiel John Benson
resource evaluation Public Programs
This study explored the effect of depth of learning (as measured in hours) on creativity, curiosity, persistence and self-efficacy. We engaged ~900 parents and 900 students across 21 sites in Washington, Chicago, Los Angeles, New York, Alabama, Virginia and the United Arab Emirates, in 5-week (10-hr) Curiosity Machine programs. Iridescent trained partners to implement the programs. Thus, this analysis was also trying to establish a baseline to measure any loss in impact from scaling our programs and moving to a “train-the-trainer” model. We analyzed 769 surveys out of which 126 were paired. On
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TEAM MEMBERS: Iridescent
resource evaluation Media and Technology
Media MashUp (MMU) was an IMLS funded project (LG-07-08-0113 ) designed to help libraries build capacity for offering computer-based programs for youth. These programs were designed to help foster 21st Century literacy skills. The program focused on the Scratch programming language (http://scratch.mit.edu/), but also used other creative freeware programs (i.e., Audacity, Picasa, SAM animation, ArtRage). MMU was a partnership among six library systems from around the country and The Science Museum of Minnesota. Three staff members from each library participated in the program: two librarians or
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TEAM MEMBERS: Molly Phipps Hennepin County Library
resource evaluation Media and Technology
The Media MashUp project is funded by the IMLS (Grant LG-07-08-0113 ) to build capacity at libraries for computer-based programs for youth that help build 21st Century literacy skills. Twenty first Century literacy skills include interactive engagement with technology, collaboration and team problem solving, taking initiative and managing time and the use of higher level processing skills (www.21stcenturyskills.org/). This project uses the Scratch programming platform (http://scratch.mit.edu/) developed at MIT to help foster youth's 21st Century literacy skills. The professional audience
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TEAM MEMBERS: Molly Phipps Hennepin County Library
resource project Media and Technology
WGBH is producing four, two-hour programs on the lives of scientists. These programs will be the initial programs in a continuing series of television portraits of distinguished scientists to be broadcast as regular features in the prime-time science series NOVA. The scientists to be covered in the first four programs are Galileo Galilei, Charles Darwin, Marie Curie, and Percy Julian. By illuminating the lives and scientific careers of these important figures, the programs will enhance public understanding of such basic scientific concepts as evolution, the solar system, the chemical bond and the structure of the atom. Ultimately, the programs will give viewers a new perspective on the process of scientific discovery. Ancillary educational support for the programs will include enhanced content on the web site at NOVA Online and classroom support material in the NOVA Teacher's Guide that is mailed to 60,000 teachers nationwide. WGBH also has formed an outreach partnership with the American Library Association to create informal educational resources for use by families, youths, and adults. The core of this special outreach plan is a set of Library Resource Kits that will be available to all 16,000 public libraries. Paula Apsell, Executive Producer for NOVA, will serve as PI for the project. Members of the advisory committee include: Evelyn Fox Keller, Professor of History and Philosophy of Science, MIT; Kenneth R. Manning, Thomas Meloy Professor of Rhetoric and of the History of Science, MIT; Noami Oreskes, Associate Professor of History, University of California, San Diego; Daniel I. Rubenstein, Chair of the Department of Ecology and Evolutionary Biology, Princeton University; and Neil D. Tyson, Frederick P. Rose Director of the Hayden Planetarium.
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TEAM MEMBERS: Paula Apsell Barbara Flagg
resource evaluation Media and Technology
Intuitive Company researchers and evaluators assessed four components of the DUST Alternate Reality Game for potential reusability: 1) QTE Environment during Collapse, 2) Brain/Health Scanner Mobile App, 3) Microbe Web App, 4) Star Map Web App. We assessed reusability based on five variables (facilitation, user identification, digital access, player type, and timing) along a continuum of informal to formal learning contexts, from museums to after school programs to formal classroom settings. Our assessment revealed that the: 1. QTE Environment during the Collapse is most replayable in its
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TEAM MEMBERS: Brigham Young University, University of Maryland Jes Koepfler Nidhi Jalwal Victor Yocco