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resource evaluation Media and Technology
This formative evaluation gathered feedback from after-school group leaders and their 3rd-5th grade youth in response to two activities included in the Cyberchase Workshops-In-A-Box. The user-based feedback will assist with the design of new after-school materials. The general goals for the research were:To explore reactions to the workshop guide generally To assess appeal of the two activities To pinpoint difficulties in the implementation of the two activities To estimate comprehension of the activity content.To evaluate leader interest in further activities.Cyberchase is the Emmy Award
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TEAM MEMBERS: Barbara Flagg Thirteen/WNET
resource evaluation Media and Technology
Grossology Live! was a creative and innovative program that involved unique format, content, and collaboration. The program used live video-conferencing techniques to create two-way interaction between onscreen actors in a colorful Grossology set in the studio in Noblesville, Indiana; uniquely imaginative comedic and musical presentations on the human body; and a live presenter, stage set, and audience at 5 small science or health centers primarily in the mid-west and southeast. The receiving sites were members of the National Association of Health Education Centers (NAHEC), which played a
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TEAM MEMBERS: Minda Borun ID Solutions
resource project Media and Technology
This Communicating Research to Public Audiences project focuses on the Reedy Glacier Antarctic research of Brenda Hall (OPP 0229034) and its relevance to the residents of and visitors to Maine. Collaborators include the University of Maine, the Maine Discovery Museum, the Acadia National Park and Cadillac Mountain Sports (an environmentally active retail company with several stores around the state). The primary deliverable is the development of an interactive software program that presents information and experiences in a two-tiered concept approach -- on the Reedy Glacier and its connection to Maine and on the process of science. The software is being configured into kiosks at the three partnering organizations, into a DVD format for informal and formal settings to be distributed at cost and onto a University of Maine Climate Change web portal currently under separate development. The project web site will provide source code for the portal design so others may use it to create portals and modules of their own. The Maine Discovery Museum intends to create additional exhibitry on the topic with resources outside this proposal, and the Acadia National Park will use the programs in teacher education workshops.
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TEAM MEMBERS: Brenda Hall Molly Schauffler
resource project Media and Technology
Maine is a rural state with unequal access to computers and information technology. To remedy this, the Maine laptop program supplies iBooks to every seventh and eighth grade student in the state. The goal of EcoScienceWorks is to build on this program and develop, test and disseminate a middle school curriculum featuring computer modeling, simple programming and analysis of GIS data coupled with hands-on field experiences in ecology. The project will develop software, EcoBeaker: Maine Explorer, to stimulate student exploration of information technology by introducing teachers and students to simple computer modeling, applications of simulations in teaching and in science, and GIS data manipulation. This is a three-year, comprehensive project for 25 seventh and eighth grade teachers and their students. Teachers will receive 120 contact hours per year through workshops, summer sessions and classroom visits from environmental scientists. The teachers' classes will field test the EcoScienceWorks curriculum each year. The field tested project will be distributed throughout the Maine laptop program impacting 150 science teachers and 17,000 middle school students. EcoScienceWorks will provide middle school students with an understanding of how IT skills and tools can be used to identify, investigate and model possible solutions to scientific problems. EcoScienceWorks aligns with state and national science learning standards and integrates into the existing middle school ecology curriculum. An outcome of this project will be the spread of a field tested IT curriculum and EcoBeaker: Maine Explorer throughout Maine, with adapted curriculum and software available nationally.
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TEAM MEMBERS: Walter Allan Eric Klopfer Eleanor Steinberg
resource project Media and Technology
Dr. Lenore Blum and associates at Mills College plan to explore the use of an interactive videodisc environment for elementary education in mathematics using existing materials from SQUARE ONE TV. The project will use a prototype interactive computer learning system that uses icons embedded within an exploratory environment to allow learners to select their own activities. The system allows videodisc materials to be easily combined within an interactive computer environment and includes browsing, lesson selection, open exploration, practice problems, and extended activities keyed to the SQUARE ONE TV material. They will produce a videodisc with source materials provided by Children's Television Workshop, design the interactive environment, and evaluate its effectiveness with trial groups of teachers, students, and others in formal and informal settings. This modest proposal will extend the range of utilization of SQUARE ONE TV and provide valuable information on its potential use in non-broadcast settings.
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TEAM MEMBERS: Lenore Blum
resource project Media and Technology
The Cryptoclub: Cryptography and Mathematics Afterschool and Online is a five-year project designed to introduce middle school students across the country to cryptography and mathematics. Project partners include the Young Peoples Project (YPP), the Museum of Science and Industry in Chicago, and Eduweb, an award-winning educational software design and development firm. The intended impacts on youth are to improve knowledge and interest in cryptography, increase skills in mathematics, and improve attitudes towards mathematics. The secondary audience is leaders in afterschool programs who will gain an increased awareness of cryptography as a tool for teaching mathematics and adopt the program for use in their afterschool programs. Project deliverables include online activities, online cryptography adventure games, interactive offline games, a leader\'s manual, and training workshops for afterschool leaders. The project materials will be developed in collaboration with YPP staff and pilot tested in Year 3 at local afterschool programs and YPP sites in Chicago in addition to four national sites. Field testing and dissemination occurs in Year 4 at both local sites in Chicago and national locations such as afterschool programs, science centers, and community programs. Six 3-day training workshops will be provided (2 per year in Years 3-5) to train afterschool leaders. It is anticipated that this project will reach up to 11,000 youth, including underserved youth in urban settings, and 275 professional staff. Strategic impact resulting from this project includes increased awareness of cryptography as a STEM topic with connections to mathematics as well a greater understanding of effective strategies for integrating and supporting web-based and offline activities within informal learning settings. The Cryptoclub project has the potential to have a transformative impact on youth and their understanding of cryptography and may serve as a national model for partnerships between afterschool and mentoring programs.
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TEAM MEMBERS: Janet Beissinger Susan Goldman Daria Tsoupikova Bonnine Saunders
resource project Media and Technology
The New York Hall of Science, in collaboration with the Tufts Center for Engineering Education, the Learning Games Network, and New York City departments of education and of parks and recreation, is creating and testing two innovative science games to support student learning about frictional force and linear motion. SciGames integrates rigorous, highly motivating, data collection activities conducted in museum and playground settings, with in-depth data analysis and additional scientific investigation in the classroom. The primary goals of the SciGames project are to increase student motivation and interest in science and improve student learning about core physical science concepts. This exploratory project targets underrepresented urban students and their teachers from 20 schools in New York City (NYC) and through its partnership with NYC department of parks and recreation has great potential for scale-up throughout NYC, as well as dissemination to other urban communities. The SciGames model creates experiences for students that build on the positive, fun, free-choice learning characteristics of informal settings; promotes learning through repeated game-like experimentation and play; and supports students' sustained interest and learning in science classrooms where core concepts are formalized. The project is based on four design principles: (1) SciGames turns students' informal experiences into a game, (2) SciGames makes science content an integral part of game play, (3) SciGames generates data for further analysis during game play, and (4) SciGames, through the use of digital apps, supports students inquiring into data back in their classrooms. Researchers are developing the games using rigorous, well constructed, iterative cycles of design, development, testing, evaluation, and revision with different groups of NYC students and teachers. Pre and post data on students\' science learning and affect are being used to inform the design cycles. Over a two-year period, SciGames will produce two science games and associated digital apps, and a portable kit that supports game implementation, data collection and analysis. SciGames is an important experiment, combining the informal, engaging aspects of play with more formal science investigation to encourage and sustain the interest, participation, and learning of underrepresented students in STEM. This project has the potential to transform how we think of and structure science learning for middle school students.
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resource project Media and Technology
Video games have been heralded as models of technology-enhanced learning environments as they exemplify many of the ideas emerging from contemporary learning sciences research. In particular, such games promote learning through goal-directed action in simulated environments, through producing as well as consuming information, embedded assessments, and through participation in self-organizing learning systems. Research suggests that participation in such environments involves many forms of scientific thinking and may lead to increased civic engagement, although to date, there are few examples of game-based learning environments that capitalize on these affordances. This project will investigate the potential of online role playing games for scientific literacy through the iterative design and research of Saving Lake Wingra, an online role playing game around a controversial development project in an urban area. Saving Lake Wingra positions players as ecologists, department of natural resources officials, or journalists investigating a rash of health problems at a local lake, and then creating and debating solutions. Players will solve challenges within an interactive, simulated lake ecosystem as they attempt to save the lake, working for one of several constituencies. This design-based research project will span the full life cycle of a project, from case studies of learning in small, constrained settings to controlled experimental studies of games implemented across classrooms. In addition to asking if participation in scientific role-playing games can produce robust conceptual understandings, it will also examine if role playing games might serve as assessment tools for comprehending scientific texts, assessing conceptual understandings within scientific domains, and designing innovative solutions to environmental problems that draw upon scientific understandings. The education plan includes the production of game-based media that can be used to support a variety of research studies, an online professional development community of educators using games for learning, support for graduate students trained in game theory, the learning sciences, and new forms of assessment, and new courses in game-based learning and assessment.
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TEAM MEMBERS: Kurt Squire
resource project Media and Technology
The Cornell Lab of Ornithology is creating a new type of interactive, question-driven, online bird-identification tool called "Merlin," along with associated games, social networking tools, and other media. Unlike existing bird-identification guides, which are based on traditional taxonomic keys written by scientists, Merlin uses machine learning algorithms and crowd-sourced data (information provided by thousands of people) to identify birds and improve Merlin's performance with each interaction. The tool will help millions of people identify birds and participate in a collective effort to help others. The Crowd ID project will make it easier for people to discover the names of birds, learn observation and identification skills, find more information, and appreciate Earth's biodiversity. The summative evaluation plan is measuring increases in participants' knowledge, engagement, and skills, as well as changes in behavior. Impacts on participants will be compared to a control group of users not using Merlin. Merlin tools will be integrated into the Cornell Lab's citizen science and education projects, which reach more than 200,000 participants, schoolchildren, and educators across the nation. Merlin will be broadly adapted for use on other websites, social networking platforms, exhibits, mobile devices, curricula, and electronic field guides. Once developed, Merlin can be modified to identify plants, rocks, and other animals. Merlin will promote growth of citizen science projects which depend on the ability of participants to identify a wide range of organisms.
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TEAM MEMBERS: Miyoko Chu Rick Bonney Steven Kelling Mirek Riedewald Kate Haley Goldman
resource project Media and Technology
The University of Pittsburgh's Center for Learning in Out-of-School Environments (UPCLOSE), the Carnegie Museum of Natural History, and the Robotics Institute at Carnegie Mellon University are building an open access cyberlearning infrastructure that employs super high-resolution gigapixel images as a tool to support public understanding, participation, and engagement with science. Networked, gigapixel image technology is an information and communication technology that creates zoomable images that viewers can explore, share, and discuss. The technology presents visual information of scientifically important content in such detail that it can be used to promote both scientific discovery and education. The purpose of the project is to make gigapixel technology accessible and usable for informal science educators and scientists by developing a robotic imaging device and online services for the creation, storage, and sharing of billion-pixel images of scientifically important content that can be analyzed visually. Project personnel are conducting design activities, user studies, and formative evaluation studies to support the development of a gigapan technology platform for demonstration and further prototyping. The project builds on and leverages existing technologies to provide informal science education organizations use of gigapixel technology for the purpose of facilitating three types of activities that promote participatory learning by the public--Public Understanding of Science activities; Public Participation in Scientific Research activities; and Public Engagement in Science activities. The long-terms goals of the work are to (1) create an accessible database of gigapixel images that informal science educators can use to facilitate public-scientist interactions and promote participatory science learning, (2) characterize and demonstrate the affordances of networked gigapixel technologies to support socially-mediated, science-focused cyberlearning experiences, (3) generate knowledge about how gigapixel technology can enable three types of learning interactions between scientists and the public around visual data, and (4) disseminate findings that describe the design, implementation, and evaluation of the gigapixel platform to support participatory science learning. The project\'s long-term strategic impacts include guiding the design of high-resolution images for promoting STEM learning in both informal and formal settings, developing an open educational resource and science communication platform, and informing informal science education professionals about the use and effectiveness of gigapixel images in promoting participatory science learning by the public.
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resource project Media and Technology
The Minnesota Zoo and Eduweb will design and develop "WolfQuest," an online, 3-D, multiplayer videogame based upon the behavior, biology and social structure of the gray wolf. This dynamic interactive experience will allow learners to become a virtual wolf (avatar) to explore gray wolves within an authentic virtual replication of wolf habitat and social structure. The scientifically accurate graphic representations of the virtual environment will afford rich and robust learning of wolf behavior, biology and habitat ecology. Participants are intended to emerge from the learning experience with a clear understanding of wolf conservation issues in the real world. "WolfQuest" is supported by a website that will function as a self-sustaining community of learners who will participate in discussion forums with wolf experts, and receive ongoing gameplay information and interaction with other participants. Additionally, the project website will provide educational guides for parents and teachers, interpretive materials, incentives to reward participants' achievements acquired through "WolfQuest" gameplay and provide a link to informal environmental organizations throughout the country. The national informal education network will afford regional customization of "WolfQuest," as well as provide social interaction among participants and organizations. The national participant network will disseminate and promote the "WolfQuest" game and wolf-related science programs. Two kiosk installations will be deployed at the Minnesota Zoo and the International Wolf Center for extended learning opportunities at those sites. Project assessment will aggregate data on learners' content acquisition, attitudinal change, game engagement and will yield guidelines for the field on effective practices in development of science education games, along with appropriate methodologies for evaluating game-based learning.
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TEAM MEMBERS: Grant Spickelmier David Schaller Kate Haley Goldman
resource project Media and Technology
This is a proposal for a 3 year, $1,297,456 project to be conducted as collaboration among 5 higher education institutions and one school system across the country, with St. Joseph's University in Philadelphia, PA serving as the lead institution (other collaborators are from Colorado School of Mines, Ithaca College, Santa Clara University, Duke University, and Virginia Beach School System). The primary goal is to attract and retain students in computer science, especially women and underrepresented minorities (including two EPSCoR states). To this end, the project will use Alice, a software program that utilizes 3-D visualization methods, as a medium to create a high-level of interest in computer graphics, animation, and storytelling among high school students, hence to build understanding of object-based programming. Such an IT focus on media and animation is aligned with national computer science standards. The project will build a network of college and high school faculty, who will offer workshops and provide continuing support during the academic year. In each site, pairs of teachers from each participating school (total = 90) will learn with university faculty via a 3-week summer program in which an introduction to using Alice for teaching will be followed by teacher development of materials for students that will then be used to teach high school students. An experimental start at one site will be followed by implementation at four additional sites and culminated with revised implementation at the sixth site (1-4-1 design).
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TEAM MEMBERS: Susan Rodger