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resource research Media and Technology
Recently, the relationship between identity and learning has come front and center in discussions about how to design successful learning environments for youth who struggle in mainstream institutions. In this essay, I explore the role identity development plays in constructing learning environments for traditionally marginalized youth. While I agree with DeGennaro and Brown on the importance of identity development for learning, I stretch the relationship between these two constructs in several ways: First, I will argue that how we define “technology” and what that means for marginalized
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TEAM MEMBERS: Erica Rosenfeld
resource research Media and Technology
Nearly 79,000 questions sent to an Internet-based Ask-A-Scientist site during the last decade were analyzed according to the surfer's age, gender, country of origin, and the year the question was sent. The sample demonstrated a surprising dominance of female contributions among K-12 students (although this dominance did not carry over to the full sample), where offline situations are commonly characterized by males' greater interest in science. This female enthusiasm was observed in different countries, and had no correlation to the level of gender equity in those countries. This suggests that
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TEAM MEMBERS: Ayelet Baram-Tsabari Ricky Sethy Lynn Bry Anat Yarden
resource research Media and Technology
This study explored whether adding a haptic interface (that provides users with somatosensory information about virtual objects by force and tactile feedback) to a three-dimensional (3D) chemical model enhanced students' understanding of complex molecular interactions. Two modes of the model were compared in a between-groups pre- and posttest design. In both modes, users could move and rotate virtual 3D representations of the chemical structures of the two molecules, a protein and a small ligand molecule. In addition, in a haptic mode users could feel the interactions (repulsive and attractive
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TEAM MEMBERS: Petter Bivall Shaaron Ainsworth Lena Tibell
resource research Media and Technology
The purpose of this paper is to familiarize instructional designers and researchers with a useful design and research paradigm known as 'Ask Systems.' Ask Systems are interrogative interfaces to information and learning environments that model conversations with a skilled, reflective practitioner (Schön, The reflective practitioner, ) or teacher. By selecting questions to answer, users access information or scaffolds that help them to solve a problem, perform a task, or comprehend domain knowledge. Ask Systems are potentially effective for designing interactive learning systems because
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TEAM MEMBERS: David Jonassen
resource research Media and Technology
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for
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TEAM MEMBERS: Matthew Gaydos Kurt Squire
resource research Media and Technology
In this study, the instructional effectiveness of the planetarium in astronomy education was explored through a meta-analysis of 19 studies. This analysis resulted in a heterogeneous distribution of 24 effect sizes with a mean of +0.28, p<.05. The variability in this distribution was not fully explained under a fixed effect model. As a result, a random effects model was applied. However, a large random effect variance component indicated that study differences were indeed systematic. The findings of this meta-analysis showed that the planetarium has been an effective astronomical teaching tool
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TEAM MEMBERS: Bruce Brazell Sue Espinoza
resource research Media and Technology
As the astronomy education community develops, a need has arisen for concrete research and evaluation methodologies, especially within informal educational settings. We propose one such methodology, action evaluation, which attempts to demystify the process of research/evaluation and recruit as partners those who are traditionally left out of this process. Based on the tradition of action research, this methodology incorporates research/evaluation into the fabric of programs and places the researcher/educator in a centralized role. We provide concrete examples of tools that we have used to
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TEAM MEMBERS: Nicholas Stroud Meghan Groome Rachel Connolly Keith Sheppard
resource research Media and Technology
It is presented some considerations related to the role of cinema to introduce and contextualize issues as the image of science and scientists and how science works. Cinema can be used as an important tool in science teacher training or education because it lets to establish connections between two relevant aspects in natural science classrooms: the emotional component that allows the audience to establish a relation with the characters of scientific stories (Arroio, 2010) and the historical-philosophical-sociological component which contributes to show a more real image of science in school
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TEAM MEMBERS: Agnaldo Arroio Diana Farias
resource research Media and Technology
Many adolescents develop ideas about and attitudes toward engineering through their exposure to out-of-school representations of science and technology. Yet few studies have investigated the nature of these representations and found ways to use them in formal engineering learning. This article explores media representations of science and technology that today's adolescents are familiar with. It analyzes how the embedded representations compare with those found in academic engineering and examines how these representations influence students' knowledge of and dispositions toward engineering
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TEAM MEMBERS: Kok-Sing Tang
resource research Media and Technology
Multimodal technologies are creating new experiential opportunities for exploring, tinkering, learning and interacting in the virtual world. Once combined with sensorial objects and open-ended activities in the physical world, they introduce a new genre of interactive environments called ThinkeringSpace. ThinkeringSpace is a hybrid system - made of networked and remotely accessible physical environments - that seeks to bring school-age children together to collaborate face-to-face and tinker with things, both physical and virtual, reflect upon what they do and discover, and elaborate their
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TEAM MEMBERS: Heloisa Moura Dale Fahnstrom Greg Prygrocki T.J. McLeish
resource research Media and Technology
The article offers information on Quin Etnyre, a 13-year-old boy from Southern California who founded the electronics company Qtechknow. Topics discussed include Etnyre's invention of the ArduSensors plug-and-play electronic device components, Etnyre's used of the open-source electronics prototyping platform Arduino to began his company, and Entyre's hobbies such as sports including volleyball, track, and swimming.
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TEAM MEMBERS: Nelson Sharleen Qtechnow
resource evaluation Media and Technology
The National Air and Space Museum (NASM) contracted with Randi Korn & Associates, Inc. (RK&A) to help determine realistic strategies and next steps for scaling up its Science in Pre-K program, a PNC Bank-funded teacher professional development program that supports District of Columbia Public Schools’ (DCPS) preschool teachers in teaching science through exploration and problem solving. How did we approach this project? RK&A prepared two literature reviews—Scaling Up and Distance Education—intended to explore best practices for scaling up non-profit programs and facilitating distance learning
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TEAM MEMBERS: National Air and Space Museum Randi Korn Emily Skidmore Emily Craig