Skip to main content

Community Repository Search Results

resource project Media and Technology
The Cyberlearning and Future Learning Technologies Program funds efforts that will help in envisioning the next generation of learning technologies and advancing what we know about how people learn in technology-rich environments. Development and Implementation (DIP) Projects build on proof-of-concept work that showed the possibilities of the proposed new type of learning technology, and project teams build and refine a minimally-viable example of their proposed innovation that allows them to understand how such technology should be designed and used in the future and answer questions about how people learn with technology. Although for years researchers have believed technology could afford anytime-anywhere learning, we still don't understand how learners behave differently across contexts, such as home, school, and in the community, and how to get youth to identify as learners across those contexts. This proposal aims to use mobile devices and strategically placed shared kiosks to 'scientize' youth in two low-income communities. Through strategic partnerships with community organizations, educators, and families, the innovation is to get primary and middle-school students engaging in scientific inquiry in the context of their neighborhoods. Research will help determine how the technology can best be deployed, but also answer important questions about how communities can provide support to help kids think like scientists and identify with science. This project will design and implement ubiquitous technology tools that include mobile social media and tangible, community displays (collectively called ScienceKit) that are deeply embedded into two urban neighborhoods, and demonstrate how such ubiquitous technologies and related cyberlearning strategies are vital to improve information flow and coordination across a neighborhood ecosystem, in order to create environments where children can connect their science learning across contexts and time (e.g. scientizing). A program called ScienceEverywhere comprised of partnerships between tightly connected neighborhood organizations with mentors, teachers, parents, and researchers will help learners develop scientifically literate practices both in and out of school, and will demonstrate students' learning to their communities. Research will consist of mixed methods studies of use of the tools, including iterative design-based research, ethnography, and the use of participant observers from the community; these will be triangulated with usage logs of the technologies and content analysis of microblogs by the learners on their identities and interests. Discourse analysis of interviews with focal learners will orient the qualitative work on identity development, and analysis using activity theory will inform the influences of the social practices and sociotechnical systems on learner trajectories. Formative evaluation will help shed light on if and how the sociotechnical system promotes STEM literacy and STEM identity development.
DATE: -
TEAM MEMBERS: Tamara Clegg June Ahn Jason Yip
resource project Media and Technology
This project will help address the urgent need for a new engineering workforce. Middle school students will be entering a workforce that is increasingly global. They will need not only technical skills but also global competencies including: the ability to investigate the world, recognize perspectives, communicate ideas, and take action. This model integrates engineering with global competencies and will provide new knowledge about how this type of learning experience impacts students and educators. This project builds on the success of the previous Design Squad project funded by NSF and developed by WGBH, which has implemented a national model for engineering education for middle school youth. This project expands the model internationally, connecting U.S. based youth with those in Southern Africa (including South Africa, Botswana, and Swaziland). The project partners are FHI 360, a non-profit organization in 60 countries around the world that helps build capacity for improving lives. They will facilitate the implementation of the afterschool programs in Southern Africa . The US dissemination partners include Promise Neighborhoods Institute, Middle Start, Every Hour Counts, and the National Girls Collaborative Project. Project deliverables include a global engineering curriculum; a web platform with videos, games, activities; an afterschool Club Guide; and a Community of Practice for informal engineering educators. A knowledge building component will provide new evidence on how high quality accessible resources and strategies can impact students' development of global competencies and engineering skills to solve real world problems. An iterative approach will be used to develop the resources including the global engineering afterschool curriculum, Club guide, and other components. The methodology uses a continuous cycle of improvement including: assess/design, test/ implement, synthesize/reflect, and utilize/disseminate. The Summative Evaluation will generate evidence about whether and how this kind of collaborative work builds children's understanding of engineering, motivation to participate, and confidence in taking informed action on behalf of pressing global problems. This will contribute to a larger body of work about whether and how engaging with global, collaborative engineering problems leads to greater self-efficacy for children with very different backgrounds, experiences, and opportunities. This project will add new knowledge about how the well-honed Design Squad model in the U.S. can be expanded with a global context and global partners. This proposal was co-funded by EHR/DRL, Engineering/EEC, and International Science and Engineering. During the project period approximately 125,000 children in the US and 5000 children in southern Africa will be reached. In the long term, with the continued global access to the resources, the reach will potentially be in the millions.
DATE: -
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. Nationally, the US has a shortage of computer scientists; a big part of this problem is that girls are discouraged from learning computer science at a very young age. This project tries to address this problem by creating a videogame specifically oriented towards getting middle school girls interested in learning computer science concepts outside traditional programming classes. Based on evidence that stories provide a compelling way to present complicated technical subjects and that girls in particular respond to technology careers as a way to help others, the project is building a videogame called "Gram's House" in which social workers intend to move a fictional grandmother to a retirement home unless the player can outfit her home with sufficient technology for her to remain independent. Solving puzzles in the game requires learning core computer science concepts. Research studies will be conducted to determine whether the videogame is effective at getting girls interested in computer science, at teaching computer science concepts, and whether using stories makes videogames more effective for learning. This project based on an earlier successful prototype uses an iterative research-based design process including paper prototyping, playtesting, and focus groups (N=20) to create age appropriate activities, based on the CS Unplugged series, that support learning concepts from the Data, Internet, Algorithms, and Abstraction sections of the high-school level CS Principles curriculum. A quantitative, quasi-experimental design will be used to determine the overall effectiveness of teaching CS concepts under three types of game conditions: (a) games alone, (b) games with fictional settings, and (c) games with stories. A novel assessment instrument will be developed to assess content learning and qualitative observation using a standard observation protocol will be used to gauge interest and engagement. 70-80 middle school girls will be recruited for afterschool participation in the study in two states. As part of the dissemination efforts, a facilitator's guide, rule book, and materials such as maps and storyboards will be created and shared with the game. In addition, a workshop for computer science and other teachers who are interested in using games to teach CS concepts will be conducted.
DATE: -
TEAM MEMBERS: Elisabeth Gee Carolee Stewart-Gardiner
resource research Media and Technology
The past 50 years have seen a change in how science is perceived, from an “unproblematic accumulation of facts that describe the world” to a much messier enterprise involving building and revising models and theories. In an effort to bring this new understanding to science teaching and learning, this foundational article presents a conceptual framework of how inquiry can be driven by cognitive tools that support disciplinary knowledge. The authors use rubrics to help students gain a deeper understanding of their work and of the inquiry process.
DATE:
TEAM MEMBERS: Savannah Benally Kerri Wingert
resource research Media and Technology
Researchers asked 5,000 Norwegian college-level students of STEM about the sources of inspiration for their educational choices. The most influential people were teachers and parents—the people who knew the young people best. The findings suggest that the most effective STEM role models are individuals who have a personal connection with the young person making education and career choices.
DATE:
TEAM MEMBERS: Heather King
resource evaluation Media and Technology
A two stage summative evaluation was conducted following the launch of the Mystic Seaport for Educators website, the final output resulting from the IMLS National Leadership grant entitled Mystic E-Port Digital Classroom project. The results of four focus groups, conducted in two phases, found consistent results suggesting that the project was successful at achieving all four goals as outlined in the original grant proposal. Appendix includes focus group protocol.
DATE:
TEAM MEMBERS: Mystic Seaport John Fraser
resource research Media and Technology
Existing (and essentially school-based) approaches to assessment involve recording the extent to which learners gain particular knowledge or skills. In informal settings, outcomes depend on the participant’s own agenda. Michalchik and Gallagher propose an approach to assessment—of both individuals and programmes—that focuses on learner behaviour instead of on pre-determined objectives.
DATE:
TEAM MEMBERS: Heather King
resource research Media and Technology
How does a past learning experience get integrated into a present moment? How does a memory make individuals feel about what they are learning now—and then remember it? The influence of a past event or memory can significantly affect the learning going on in a present moment. In this paper presenting a theory of transfer, Nemirovsky argues that past emotions, past physical movements, and cognitive memories—which he calls collectively "episodic feelings"—are evoked in a present moment and contribute to an individual’s learning.
DATE:
TEAM MEMBERS: Suzanne Perin
resource research Media and Technology
This paper explores how science-aspiring girls balance their aspirations and achievement with societal expectations of femininity. In-depth interviews revealed two models that the girls tended to follow, termed feminine scientist or bluestocking scientist, and the precarious nature of both of these identities. Archer et al. suggest ways that practitioners can better support girls in their balancing acts.
DATE:
TEAM MEMBERS: Toni Dancstep
resource research Media and Technology
This presentation was shared at the 2014 Association of Science-Technology Centers (ASTC) annual meeting in Raleigh, NC. It describes how proposers can submit competitive proposals to the National Science Foundation (NSF) Advancing Informal STEM Learning (AISL) program in FY 2014. The presentation describes strategies for submitting competitive proposals to the to the NSF AISL program via solicitation 14-555/
DATE:
TEAM MEMBERS: National Science Foundation Robert Russell
resource research Media and Technology
The publication of the National Academies of Science consensus study, Learning Science in Informal Environments (2009), was an important marker in the history of informal STEM learning (ISL). With five years hindsight, we pause to reflect how far ISL has come as a field, what we have achieved, and what the future might hold. The impetus to do so came via our participation on a panel at a symposium at the 2014 NARST Meeting in Pittsburgh, PA. Our session was framed by overarching questions about the kind of research currently being conducted in ISL--and for what purpose. Some of the specific
DATE:
TEAM MEMBERS: Center for Advancement of Informal Science Education (CAISE) Jennifer Adams James Bell Kevin Crowley Jennifer DeWitt David Kanter Martin Storksdieck Sandra Toro Heather Toomey Zimmerman
resource evaluation Media and Technology
WGBH received funding to develop and create NOVA Labs, an online environment that provides teen audiences with an online research lab, educational content, and the opportunity to engage with authentic data, tools, and processes to investigate scientific questions. This work has begun with the development of a first pilot lab, called The Sun Lab. NOVA Education created and launched this lab in early summer 2012. Examining the site in its pilot form, the Lifelong Learning Group (LLG) engaged in a formative evaluation to support refinements and improvements in the design of subsequent NOVA Lab
DATE:
TEAM MEMBERS: NOVA Brooke Havlik Jessica Sickler