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resource research Media and Technology
This poster was produced for the 2014 AISL PI Meeting held in Washington, DC. The Time Team America project's goal is to engage public audiences with the scientific process, STEM concepts, and STEM careers through the excitement of and active participation in archaeology.
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TEAM MEMBERS: Noel Broadbent
resource research Media and Technology
This paper provides a brief overview of the ideas and principles underlying the connected learning movement, highlighting examples of how libraries are boosting 21st-century learning and promoting community development by partnering with a range of organisations and individuals to incorporate connected opportunities into their programmes. The connected learning movement supports interest-driven, peer-supported, and academically oriented learning for youth by promoting the core values of equity, participation, and social connection. By connecting formal and informal learning organisations with
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TEAM MEMBERS: Ake Nygren
resource research Media and Technology
Designs for CSCL (Computer-Supported Collaborative Learning) applications usually presume a desktop or laptop computer. Yet future classrooms are likely to be organized around Wireless Internet Learning Devices (WILD) that resemble graphing calculators, Palm, or Pocket-PC handhelds, connected by short-range wireless networking. WILD learning will have physical affordances that are different from today’s computer lab, and different from classrooms with 5 students per computer. These differing affordances may lead to learning activities that deviate significantly from today’s images of K-12 CSCL
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TEAM MEMBERS: Jeremy Roschelle Roy Pea
resource research Media and Technology
Mobile technologies are a familiar part of the lives of most teachers and students in the UK today. We take it for granted that we can talk to other people at any time, from wherever we may be; we are beginning to see it as normal that we can access information, take photographs, record our thoughts with one device, and that we can share these with our friends, colleagues or the wider world. Newer developments in mobile phone technology are also beginning to offer the potential for rich multimedia experiences and for location-specific resources. The challenge for educators and designers
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TEAM MEMBERS: Laura Naismith Peter Lonsdale Giasemi Vavoula Mike Sharples
resource research Media and Technology
Given the role played by the informal sector in training and supporting educators and science learners within the formal sector, how might the informal sector respond to the NGSS? We answer this question by considering two further questions: (1) In what ways is the informal science education sector positioned to engage with and support NGSS? and (2) Where are points of mismatch between NGSS and ISE?
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resource research Media and Technology
Many informal science and mathematics education projects employ multiple media, but studies typically have investigated learning from a single medium, rather than multiple media. The present research, funded by the National Science Foundation, used Cyberchase(a multiple-media, informal mathematics project targeting 8-to 11-year-olds, produced by Thirteen/WNET) to investigate synergy among multiple media components and how they interact to yield cumulative educational outcomes.
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TEAM MEMBERS: Shalom Fisch Richard Lesh Elizabeth Motoki Sandra Crespo Vincent Melfi
resource research Media and Technology
"Hybrid spaces for science learning" refers to the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. Learning science within hybrid spaces can be a fun, engaging, and reflective experience. Further, hybrid spaces are inherently social, facilitating dialogue and social exchange, as well as the construction of knowledge, paralleling the nature of contemporary science. This symposium brings together several research programs that address learning "across contexts" that span classroom activities
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TEAM MEMBERS: Ole Smordal Jim Slotta Tom Moher Michelle Lui Alfredo Jornet
resource research Media and Technology
In recent years, many technological interventions have surfaced, such as virtual worlds, games, and digital labs, that aspire to link young people's interest in media technology and social networks to learning about science, technology, engineering, and math (STEM) areas. Despite the tremendous interest surrounding young people and STEM education, the role of school libraries in these initiatives is rarely examined. In this article, we outline a sociocultural approach to explore how school library programs can play a critical role in STEM education and articulate the need for research that
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TEAM MEMBERS: Mega Subramaniam June Ahn Kenneth Fleischmann Allison Druin
resource research Media and Technology
Informal environments—or out-of-school-time (OST) settings—play an important role in promoting science learning for preK–12 students and beyond. The learning experiences delivered by parents, friends, and educators in informal environments can spark student interest in science and provide opportunities to broaden and deepen students’ engagement; reinforce scientific concepts and practices introduced during the school day; and promote an appreciation for and interest in the pursuit of science in school and in daily life. NSTA recommends strengthening informal learning opportunities for all preK
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TEAM MEMBERS: National Science Teachers Association
resource project Media and Technology
The National Science Teachers Association (NSTA), the Association of Science-Technology Centers (ASTC) and their research/evaluation partner, David Heil and Associates (DHA), will conduct front-end research to develop, pilot, and evaluate (formatively and summatively) a peer-reviewed journal and associated multi-media resources designed to catalyze innovative advances and learning across formal and informal science, technology, engineering, and mathematics (STEM) education communities. The goal is to identify content that is useful and appeals to the intersection of three target audiences: informal educators, formal educators and researchers conducting research at the intersection of in-school and out-of-school learning. This informal science education (ISE) "journal" would be a multi-media resource, available in both print and electronic forms, that could include videos or digital interactives and provide the potential for audience/reader feedback mechanisms, including input via social media. The publication proposed in this project has the potential to satisfy in part a key need identified in a Wellcome Trust study, Analysing the UK Science Education Community: The contribution of informal providers. The study report identifies the need to build an international depository of what has been and is being learned in ISE experiences at the boundary of in-school and out-of-school STEM learning - including syntheses of research, program evaluations, policy reports and illustrative cases studies. The proposed journal will also provide a vehicle to encourage and develop incentives for practitioners to publish results of their work. The project will use surveys, phone interviews and focus groups to conduct: 1) a landscape assessment, identifying what resources are already available to target audiences, how they are used, and what is missing; 2) front-end research with target audiences prior to publication of pilot issues, assessing interests, needs, and expectations and testing early topics, delivery formats, and discussion vehicles; and (3) formative and summative evaluation, assessing how well the (two-issue) pilot and associated social media vehicles foster synergy and satisfy the needs of the identified target audiences.
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TEAM MEMBERS: National Science Teachers Association Kelly Riedinger David Evans Margaret Glass
resource research Media and Technology
Adolescents often pursue learning opportunities both in and outside school once they become interested in a topic. In this paper, a learning ecology framework and an associated empirical research agenda are described. This framework highlights the need to better understand how learning outside school relates to learning within schools or other formal organizations, and how learning in school can lead to learning activities outside school. Three portraits of adolescent learners are shared to illustrate different pathways to interest development. Five types of self-initiated learning processes
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TEAM MEMBERS: Brigid Barron
resource research Media and Technology
The drawing of 'outlines' can be shown to be dependent upon the bounding edge aspect of visual cognition, which is a principal means of discerning 'identity' from other features of experience in the visual field. Visual 'signatures' can be noticed when using techniques for the scientific visualization of data. Using examples from an ongoing art-science project between the Faculty of Arts and Architecture (Brighton) and the Meteorology Dept at the University of Reading, the paper will explore the boundary between the 'rational' and the subjective, and between the representation of knowledge and
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TEAM MEMBERS: Chris Rose