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resource research Media and Technology
The videogames industry has been flourishing. In 2010 in America alone, total consumer spending on the games industry totaled $25.1 billion (Siwek, 2010), surpassing both the music industry ($15.0 billion) and box office movies ($10.5 billion). It is also one of the fastest growing industries in the U.S. economy. From 2005 to 2010, for example, the videogames industry more than doubled while the entire U.S. GDP grew by about 16 percent. The amount of time young people spend with entertainment media in general is staggering. Youth aged 8 to 18 years old consume about 10.45 hours per day of
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TEAM MEMBERS: Constance Steinkuehler Kurt Squire
resource project Media and Technology
The project team is developing a prototype of a mobile platform, Zaption, to support teachers in using video clips to enrich learning. The product’s user-interface will allow teachers to easily add annotations to videos, make short video clips that align to topics, and enhance videos with time-linked elements and assessments that appear at the top of each video. In Phase I pilot research, the team will examine whether the prototype functions as planned, if teachers are able to use the prototype for different purposes, and whether students are engaged by the prototype.
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TEAM MEMBERS: Chris Walsh
resource project Media and Technology
The project team is developing a prototype of Eco, a multi-player game to prepare high school students to be environmentally literate citizens with 21st century skills. To play the game, students will enter a shared online world featuring a simulated ecosystem of plants and animals. Students will co-create the civilization by measuring, modeling, and analyzing the underlying ecosystem. Students advocate proposed plans to classmates and make decisions as a group. Cooperation and science-based decision making activities are necessary for success in preventing the destruction of their environment. The prototype will include teacher resources to support the alignment of game play to learning goals, and implementation. In the Phase I pilot research, the project team will examine whether the game prototypes function as planned, if teachers are able to integrate it within the classroom environment, and whether students are engaged with the prototype.
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TEAM MEMBERS: John Krajewski
resource research Media and Technology
Previous studies on public engagement with science have identified various difficulties in the encounters between experts and lay people. However, there is a scarcity of research investigating expert-youth interaction. In this paper we focus on the interactive framings of an informal PES event. Based on a case study involving a climate change panel discussion and a simultaneous online chat, both aimed at young people, we discuss the multiplicity of framing. Further, we look for “misbehaviours” which challenge the rationality and norms of the event. Our findings indicate that the frame of
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TEAM MEMBERS: Sampsa Saikkonen Esa Valiverronen
resource evaluation Media and Technology
Produced by Twin Cities Public Television, St. Paul, MN, and supported by 3M, Sparticl is a free web and mobile service intended for teens but open to all. For Sparticl, experts have curated existing web videos, games, articles and activities to provide a digital library representing the very best in science, technology, engineering and math (STEM) education. For the evaluation of Sparticl, Multimedia Research recruited 64 eighth graders from six states to explore Sparticl for a minimum of two hours. Teens experienced a broad expanse of what website has to offer, a wide range of content
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TEAM MEMBERS: Barbara Flagg
resource project Media and Technology
A new online and mobile resource for teens, Sparticl presents the best science, technology, engineering, and math (STEM) resources on the web. A team of experts has hand-selected articles, videos, games, hands-on activities, and other content that is age-appropriate, accurate, safe, and engaging. Teens and educators can explore and investigate, share and contribute—all the while earning points and badges.
The site is designed to allow teens to easily rate, comment on, and share their favorite games, articles, and activities. Users can create their own customized collections and submit new resources. The goal of Sparticl is to create an online destination that is irresistible to kids and valued by parents, teachers, and the scientific community, a destination where providers of high-quality STEM content will be proud to be included. Sparticl is created by the National Productions division of Twin Cities Public Television and is made possible with the generous support of 3M.
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TEAM MEMBERS: Richard Hudson
resource research Media and Technology
Through this review of research on public engagement with science, Feinstein, Allen, and Jenkins advocate supporting students as “competent outsiders”—untrained in formal sciences, yet using science in ways relevant to their lives. Both formal and informal settings can be well suited for work in which students translate scientific content and practices into meaningful actions.
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TEAM MEMBERS: Elaine Klein
resource research Media and Technology
Developing the ability to read and critically assess science-themed media reports is of great importance, given the media’s pervasive and powerful influence on people’s beliefs and behaviours. This study examines a technique designed to develop high school students’ critical reading abilities. Findings suggest a progression from blind belief toward the ability to draw conclusions based on scientific information.
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TEAM MEMBERS: Catarina Filipe Correia Heather King
resource project Media and Technology
Great Lakes Science Center (GLSC), home of the NASA Glenn Visitor Center, is dedicated to sharing NASA content to inform, engage, and inspire students, educators, and the public. To further this goal, GLSC will develop a digital experience focused on collaboration and teamwork, emphasizing the benefits of a systems approach to STEM challenges. At the recently, fully renovated NASA Glenn Visitor Center, GLSC visitors will embark on an exciting mission of discovery, working in teams to collect real data from NASA objects and experiences. Mobile devices will become scientific tools as students, teachers, and families take measurements, access interviews with NASA scientists, analyze results from Glenn Research Center (GRC) test facilities, and link to NASA resources to assemble mission-critical information. This initiative will provide experiences that demonstrate how knowledge and practice can be intertwined, a concept at the core of the Next Generation Science Standards. GLSC’s digital missions will engage students and families in STEM topics through the excitement of space exploration. In addition, this project has the potential to inform the design of future networked visitor experiences in science centers, museums and other visitor attractions.
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TEAM MEMBERS: Kirsten Ellenbogen
resource project Media and Technology
Discover NASA is the Discovery Museum’s endeavor to engage students in grades K through 12 as well as members of the general public in innovative space science and STEM-focused learning through the implementation of two modules: upgrades to the Challenger Learning Center, and the creation of K through 12 amateur rocketry and spacecraft design programming. The programming will be piloted at the Discovery Museum and Planetarium, and at the Inter-district Discovery Magnet School and the Fairchild-Wheeler Multi-Magnet High School, with an additional strategic partnership with the University of Bridgeport, which will provide faculty mentors to high school seniors participating in the rocketry program. Through these two modules, the Discovery Museum and Planetarium aims to foster an early interest in STEM, increase public awareness about NASA, promote workforce development, and stimulate an interest in the future of human space exploration. Both modules emphasize design methodologies and integration of more advanced space science into the STEM curriculum currently offered by Discovery Museum to visitors and public schools. The Challenger Learning Center upgrades will enable the Museum to deliver simulated human exploration experiences related to exploration of the space environment in Low Earth Orbit and simulated human exploration of Moon, Mars, and beyond, which will increase public and student awareness about NASA and the future of human space exploration. The development of an amateur rocketry and spacecraft development incubator for education, the general public, and commercial space will stimulate the development of key STEM concepts.
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TEAM MEMBERS: Alan Winick
resource project Media and Technology
The Mütter Museum will develop a new interactive online exhibit that explores the important role of medicine in American history through its unique collections. In keeping with the museum's broader medical humanities focus, the online exhibit will be presented thematically in a life cycle sequence. Representative objects will include obstetrical forceps, an iron lung, a surgical kit, William Harvey's book on blood circulation De Motu Cordis, eyeglasses, a tooth extractor, and an embalming kit. The museum will also develop a curriculum that addresses national secondary school education standards in history, science, and health by utilizing narrative stories, specimens, models, medical tools, photographs, and texts from collections. Exploring historic events and their health and medical underpinnings through an interesting narrative lens will engage audiences in critical STEM topics by connecting personal stories to the objects actually used to understand disease and heal people.
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TEAM MEMBERS: Karie Youngdahl
resource project Media and Technology
The New York City Department of Education will build a digital gateway for students and teachers called “Project ECS@ESC: Encouraging Connections through STEM” at the Environmental Study Center. This will offer rich and engaging experiential environmental science programs for students and teachers at all grade levels. The project will develop a digital depository of educational materials and digital resources that connect instructional content and programs. Educators and students will access the instructional resources beyond the walls of ESC, facilitating STEM-focused inquiry experiences in the classroom and utilizing instructional materials, e-content, and digital resources. It will also create a digital depository using Springshare’s Libguides, an online content management system, to provide e-content focused on STEM topics and themes.
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TEAM MEMBERS: Melissa Jacobs Israel