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resource research Media and Technology
The article presents information on the use of informational graphic novels to improve student motivation for reading instruction in U.S. education. The author looks at U.S. Common Core State Standards and close reading techniques. The article also discusses the use of Japanese Manga comic books in mathematics education.
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TEAM MEMBERS: William Brozo
resource research Exhibitions
This study, requested by Smithsonian Secretary Lawrence Small, was conducted between April 2004 and May 2005, over all four seasons, and used the following methods: 1) open-ended interviews with 55 visit groups; 2) formal observations of a sample of 100 visitors, for which the observer estimated the age and gender of visitors and noted their paths, all stops over 3 seconds in length, what displays they looked at, and which hands-on devices they used; 3) a peer review panel comprised of seven ex- hibition specialists (curators, designers,writers, educators, and exhibition developers) who work
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TEAM MEMBERS: Smithsonian Institution
resource research Media and Technology
Young people today have grown up living substantial portions of their lives online, seeking entertainment, social relationships, and a place to express themselves. It is clear that participation in online communities is important for many young people, but less clear how this translates into civic or political engagement. This volume examines the relationship of online action and real-world politics. The contributors discuss not only how online networks might inspire conventional political participation but also how creative uses of digital technologies are expanding the boundaries of politics
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TEAM MEMBERS: W. Lance Bennett
resource research Informal/Formal Connections
MobiLLab was designed by faculty at the University of Teacher Education in St.Gallen (German: Pädagogische Hochschule St.Gallen (PHSG)) to spark interest in science in secondary school pupils in the German-speaking part of Switzerland. Now in its fourth year of operation, the mobiLLab team would like to evaluate the program’s effectiveness to inform further development. Specifically, we want to better understand how mobiLLab affects pupils’ science and technology interest, attitudes and knowledge development, and how positive changes can be sustained. The background investigation brings
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TEAM MEMBERS: University of Teacher Education, St. Gallen, Swithzerland Rebecca Cors
resource research Media and Technology
This report, commissioned by the Wellcome Trust, provides a review of the value of informal science learning to science education in the UK. The study seeks to provide: a better understanding of the scope of informal science learning, its theoretical base and the types of change it can bring about in the understanding of and attitudes towards science; recommendations for robust methods for evaluating the impact of informal science learning, based on an analysis of practice in the field; recommendations on reaching deprived learners, schools and families; and recommendations based on best
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TEAM MEMBERS: GHK Consulting Richard Lloyd Ross Neilson Suzanne King Mark Dyball Wellcome Trust
resource research Public Programs
This checklist provides a step-by-step process for preparing, leading, and ending an after school science project. The document also includes a partner checklist for science coaches and trainers when instructing adult learners.
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TEAM MEMBERS: National Partnerships for After School Science 2
resource evaluation Media and Technology
Funded by the National Science Foundation (NSF),The STEM Pathways project focused on exploring strategies through which at-risk and incarcerated Hispanic youth could be engaged around STEM careers, understand the education, training, and skills they would need to attain them, and think that such a path was a future possibility. To this end, the project and evaluation teams collaborated on a literature review, the development of a logic model, and the design, implementation, and evaluation of a diverse set of program activities that included media, art, and flash mentoring with STEM role models
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TEAM MEMBERS: Valerie Knight-Williams Lynn Dierking Carlos Alcazar Alliyah Noor
resource research Media and Technology
Digital media and technology have become culturally and economically powerful parts of contemporary middle-class American childhoods. Immersed in various forms of digital media as well as mobile and Web-based technologies, young people today appear to develop knowledge and skills through participation in media. This MacArthur Report examines the ways in which afterschool programs, libraries, and museums use digital media to support extracurricular learning. It investigates how these three varieties of youth-serving organizations have incorporated technological infrastructure and digital
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TEAM MEMBERS: Joan Ganz Cooney Center Becky Herr-Stephenson Diana Rhoten Dan Perkel Christo Sims
resource research Media and Technology
This report summarizes the results of a three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning.
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TEAM MEMBERS: University of California, Irvine Mizuko Ito Becky Herr-Stephenson
resource research Media and Technology
Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. This book fills that gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By
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TEAM MEMBERS: University of California, Irvine Mizuko Ito
resource research Media and Technology
This report describes how the YOUmedia program at the Harold Washington Library Center in Chicago attempts to take advantage of networked and digital media to provide engaging learning opportunities for youth through the emerging Connected Learning Model. The report describes the design of the program, the youth audiences targeted, the benefits received by program participants, and the role of staff and adults in the program. It offers suggestions for other organizations who would like to start similar programs.
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TEAM MEMBERS: University of Chicago Penny Bender Sebring Eric Brown Kate Julian Stacey Ehrlich Susan Sporte Erin Bradley Lisa Meyer
resource research Public Programs
In this report, the authors review research of afterschool programs and discuss the effects of these programs on participating youth as a means to advance science learning and attitudes toward science. The report analyzes the qualities of programs that yield the best results in terms of comprehension and sustained science learning.
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TEAM MEMBERS: Board on Science Education Sarah Schwartz