Skip to main content

Community Repository Search Results

resource evaluation Media and Technology
The formative evaluation of Season 2 of Design Squad was performed in two parts. Part 1 included a field test conducted by American Institutes for Research in spring 2008. Part 2, conducted by Veridian inSight, included follow-up interviews with teachers whose classrooms participated in the field test. The teacher interviews were conducted in fall of 2008. This document is the Design Squad, Season 2 final evaluation report. It contains the following sections: Section 1: Highlights from the teacher interviews conducted in fall of 2008 by Veridian inSight. Section 2: Findings from the field test
DATE:
TEAM MEMBERS: Veridian inSight, LLC American Institutes for Research
resource evaluation Media and Technology
During the spring of 2006, American Institutes for Research (AIR) conducted an evaluation study on behalf of WGBH. The purpose of the study was to gather data related to the effectiveness of the FETCH! Activity Guide, which was designed to extend the teachings of a new children’s show, “FETCH! with Ruff Ruffman.” The Activity Guide was developed for after-school program facilitators and other informal science educators to use at their facilities, either in conjunction with the television show or as stand-alone resources. Appendix includes instruments.
DATE:
TEAM MEMBERS: Christine Paulsen Deborah Goff
resource research Media and Technology
This research follows on a previous study that investigated how digitally augmented devices and knowledge building could enhance learning in a science museum. In this study, we were interested in understanding which combination of scaffolds could be used in conjunction with the unique characteristics of informal participation to increase conceptual and cognitive outcomes. Three hundred seven students from nine middle schools participated in the study. Six scaffolds were used in various combinations. The first was the digital augmentation. The next five were adaptations of knowledge-building
DATE:
TEAM MEMBERS: Susan Yoon Karen Elinich Joyce Wang Jaqueline Schooneveld Emma Anderson
resource research Media and Technology
For the purpose of clarity and consistency, the term e-learning is used throughout the paper to refer to technology-enhanced learning and information technology (IT) in teaching and learning. IT depicts computing and other IT resources. Research into e-learning has changed in focus and breadth over the last four decades as a consequence of changing technologies, and changes in educational policies and practices. Although increasing numbers of young people have access to a wide range of IT technologies during their leisure activities, little is known about this impact on their learning. Much of
DATE:
TEAM MEMBERS: M. J. Cox
resource research Media and Technology
In this article, we discuss the importance of recognizing students' technology-enhanced informal learning experiences and develop pedagogies to connect students' formal and informal learning experiences, in order to meet the demands of the knowledge society. The Mobile- Blended Collaborative Learning model is proposed as a framework to bridge the gap between formal and informal learning and blend them together to form a portable, flexible, collaborative and creative learning environment. Using this model, three categories of mobile application tools, namely tools for collaboration, tools for
DATE:
TEAM MEMBERS: K. W. Lai F. Khaddage Gerald Knezek
resource research Media and Technology
This NSF Special Report highlights broader impacts. Scientific progress comes in all shapes and sizes. Researchers peer at the microscopic gears of genomes, scan the heavens for clues of our origins. They unearth wind-weathered fossils, labor over complex circuitry, guide students through the maze of learning. Disparate fields, researchers and methods united by one thing: potential. Every NSF grant has the potential to not only advance knowledge, but benefit society -- what we call broader impacts. Just like the kaleidoscopic nature of science, broader impacts come in many forms. No matter the
DATE:
TEAM MEMBERS: National Science Foundation
resource research Media and Technology
Daniel Laughlin describes NASA-funded educational games at an interagency meeting on informal STEM education.
DATE:
TEAM MEMBERS: Daniel Laughlin
resource research Media and Technology
These slides were presented at an interagency meeting to discuss games and informal learning. It describes the Federal Games Guild (FGG) the White House Game Jam.
DATE:
TEAM MEMBERS: Mark DeLoura
resource research Media and Technology
This presentation at an interagency meeting to discuss informal STEM programming. The presentation discusses the Games for Learning initiative through the Department of Education's Small Business Innovation Program (SBIR).
DATE:
TEAM MEMBERS: Edward Metz
resource research Media and Technology
This catalog details the extent of NASA’s game portfolio, so that others developing new games are able to build upon the lessons learned from the past. Enclosed herein are details on fourteen individual games that have been created by or for NASA as well as two collections of hosted Flash games. Each entry has information about the game, including a screen shot, point of contact (if available), and a link to the game’s site. The games are identified by genre, NASA content or contribution, and intended audience or Entertainment Software Review Board (ESRB) rating.
DATE:
TEAM MEMBERS: Daniel Laughlin
resource project Media and Technology
The Flathead Community of Resource Educators (CORE) is a consortium of educators in the Flathead Watershed. They produced the Flathead Watershed Sourcebook as a tool to increase understanding and appreciation of the region. The objective of this project is to produce a curriculum guide to accompany the Sourcebook. This curriculum project will be carried out by a team of experts in interdisciplinary teacher education from Montana State University. The project will be conducted in four phases and include the guidance and feedback of Scientists, Educators, and Resource Managers living and working within the Flathead watershed.
DATE:
TEAM MEMBERS: Montana State University Kimberly Yates Michael Brody Rosanna Vallor
resource project Media and Technology
The Ross Sea Project was a Broader Impact projects for an NSF sponsored research mission to the Ross Sea in Antarctica. The project, which began in the summer of 2010 and ended in May 2011, consisted of several components: (1) A multidisciplinary teacher-education team that included educators, scientists, Web 2.0 technology experts and storytellers, and a photographer/writer blogging team; (2) Twenty-five middle-school and high-school earth science teachers, mostly from New Jersey but also New York and California; (3) Weeklong summer teacher institute at Liberty Science Center (LSC) where teachers and scientists met, and teachers learned about questions to be investigated and technologies to be used during the mission, and how to do the science to be conducted in Antarctica; (4) COSEE NOW interactive community website where teachers, LSC staff and other COSEE NOW members shared lesson plans or activities and discussed issues related to implementing the mission-based science in their classrooms; (5) Technological support and consultations for teachers, plus online practice sessions on the use of Web 2.0 technologies (webinars, blogs, digital storytelling, etc.); (6)Daily shipboard blog from the Ross Sea created by Chris Linder and Hugh Powell (a professional photographer/writer team) and posted on the COSEE NOW website to keep teachers and students up-to-date in real-time on science experiments, discoveries and frustrations, as well as shipboard life; (7) Live webinar calls from the Ross Sea, facilitated by Rutgers and LSC staff, where students posed questions and interacted directly with shipboard researchers and staff; and (8) A follow-up gathering of teachers and scientists near the end of the school year to debrief on the mission and preliminary findings. What resulted from this project was not only the professional development of teachers, which extended into the classroom and to students, but also the development of a relationship that teachers and students felt they had with the scientists and the science. Via personal and virtual interactions, teachers and students connected to scientists personally, while engaged in the science process in the classroom and in the field.
DATE: -
TEAM MEMBERS: Rutgers University Carrie Ferraro