This is the first report in a series on game “impact types.” We begin with the problem. Our field needs a better way to talk about impact — a deeper conversation that is more fundamentally inclusive and multi-disciplinary, yet still evidence-based. This report is a first step, revealing the basic fragmentation and documenting its harm. Not just beginners, but our best journals and public awards can inadvertently overlook full categories of impact, and disagree on what evidence looks like. Creativity is too easily and unhealthily pitted against impact design. Even the language of “double-blind
Project Exploration’s week-long summer Environmental Adventurers program immersed eleven Chicago Public School middle and high school students into the world of urban bees and biodiversity research. We employed a place-based approach to ground learning experiences and exploration within uniquely urban spaces. Students used mobile technology to explore the environment, document native bees, and engage in authentic fieldwork research and data analysis. Students maximized the potential of the technology in ways that forced program leaders to rethink the potential of mobile technology as an
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Jameela JafriGabrielle LyonStephanie MadziarRebecca ToniettoProject ExplorationChicago Botanic GardenNorthwestern University
This book is an inspirational message about what is possible and practical in the name of learning through mobile media. We present stories from a diverse set of educators, a microcosm of the landscape of mobile media learning. Each author has found a way to create something new and beautiful in their own world. And though their results are exceptional, their surroundings are not. Most are not experts in high-technology, nor highly equipped. They get as far as they do by using what is at hand, in part by making use of accessible, free and open source software. To provide both a deeper look
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Christopher HoldenSeann DikkersJohn MartinBreanne Litts
Ocean GEMS is a multi-media series and outreach program that connects girls to women marine scientist role models to inspire investigation of ocean science adventures & careers.
The digital revolution has transformed how young people discover and pursue their interests; how they communicate with and learn from other people; and how they encounter and learn about the world around them. How can we identify best practices for incorporating new media technologies into learning environments in a way that resonates with youth, including their interests, goals, and the ways they use technology in their everyday lives? How do we resolve the need to document and recognize informal STEM learning and connect it to formal education contexts? What strategies can be developed for inspiring and tracking student progress towards the learning goals outlined in the Next Generation Science Standards (NGSS)? These questions are the underlying motivation for this CAREER program of research. Digital badges represent a specific kind of networked technology and have been touted as an alternative credentialing system for recognizing and rewarding learning across domains, both inside and outside of formal education contexts. While there is considerable enthusiasm and speculation around the use of digital badges, the extent to which they succeed at empowering learners and connecting their learning across contexts remains largely untested. This project seeks to fill this gap in knowledge. The approach taken for this program of study is a three phased design-based research effort that will be focused on four objectives: (1) identifying design principles and support structures needed to develop and implement a digital badge system that recognizes informal STEM learning; (2) documenting the opportunities and challenges associated with building a digital badge ecosystem that connects informal learning contexts to formal education and employment opportunities; (3) determining whether and how digital badges support learners' STEM identities; and (4) determining whether and how digital badges help learners to connect their informal STEM learning to formal education and employment opportunities. In Phase 1, an existing prototype created in prior work at Seattle's Pacific Science Center will be developed into a fully functional digital badge system. In Phase 2, the PI will also work collaboratively with higher education stakeholders to establish formal mechanisms for recognizing Pacific Science Center badges in higher education contexts. In Phase 3, the badge ecosystem will be expanded and students' use of and engagement with badges will be tracked as they apply to and enter college. The project involves high school students participating in the Discovery Corps program at the Pacific Science Center, undergraduate and graduate students at the University of Washington, and stakeholders in the K-12 and higher education community in Seattle. Educational activities integrated with this program of research will support: (1) mentoring University of Washington students throughout the project to develop their skills as practice-oriented researchers; (2) incorporating the research processes and findings from the project into university courses aimed at developing students' understanding of the opportunities and challenges associated with using new media technologies to support learning; and (3) using the research findings to develop educational outreach initiatives to support other informal STEM learning institutions in their use of digital badges.
This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, which encompasses a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support. Core participants involved in programs of the Anacostia Watershed Society in Washington, D.C., and Maryland, and the Reedy Creek Nature Preserve in Charlotte, NC, will work with naturalists, educators, and technology specialists to ask scientific questions and form hypotheses related to urban waterway restoration and preservation of native species. They will then collect and analyze data using NatureNet, requesting changes to the technology to customize it as needed for their projects. Casual visitors to the nature centers will be able to interact with the environmental projects via the tabletop, and those who live farther away will be able to participate more peripherally via the online community. The research project, led by researchers from the University of Maryland, College Park, with collaborators from the University of North Carolina, Charlotte, and the University of Colorado, Boulder, will provide answers to two questions: 1) How do community-driven informal environmental learning projects impact participants, including their motivation to actively participate in science issues via technology and their disposition toward nature preserves and scientific inquiry? and 2) What are the key factors (e.g., demographic composition of participants, geographical location) that influence the development of community-driven environmental projects? Researchers will gather extensive qualitative and quantitative data to understand how community projects are selected and carried out, how participants approach technology use and adaptation, and how informal learning and engagement on STEM-related issues can be fostered over a period of several months and through iterative project cycles. Data will be collected through motivation questionnaires; focus groups; interviews; tabletop, mobile, and website interaction logs; field notes from participatory design and reflection sessions; and project journals kept by nature preserve staff. Through extensive research, iterative design, and evaluation efforts, researchers will develop an innovative model for community-driven environmental projects that will deepen informal science education by demonstrating how members of diverse communities connect environmental knowledge and scientific inquiry skills to the practices, values, and goals of their communities, and how technology can be used to facilitate such connections.
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Tom YehMary Lou MaherJennifer PreeceTamara CleggCarol Boston
The Leonard Lief Library and Department of Art at Lehman College will create an Animated Information Literacy Advocate to explore the feasibility of using animation to foster information literacy in college-age students. Information literacy skills, including assessing information, locating sources, thinking critically, and acting ethically, are especially vital for young people entering the workforce. Four videos featuring an animated advocate developed using Kabuki RealTime Animation software will introduce learners to critical thinking in dramatic scenarios. Focus groups will be conducted to measure student satisfaction and measure outcomes of learning. The advocate will be the first animated character to deliver information literacy instruction, providing the broader library field with a new area of research in online instruction as well as the ability to test three pedagogical strategies.
NOVA Labs (www.pbs.org/nova/labs) is a web-based platform designed to engage teens and educators with authentic data, scientific games, tools, and opportunities to communicate with and assist working scientists. The present study sought to investigate the outcomes achieved by users of the fourth NOVA Labs platform developed: RNA Lab. The RNA Lab includes several key components of the previous labs (e.g., videos, educator guides, etc.). The major difference is that the RNA Lab “research challenge” is a game component. The NOVA Education team's overarching goals for teens using the Lab focused
Tornado Alley is a giant screen adventure that follows renegade filmmaker Sean Casey and the scientists of VORTEX2, the largest tornado research project ever assembled, on their epic missions to encounter one of Earth’s most awe-inspiring events: the birth of a tornado. Program components included the giant screen film; a Web site; educators’ guides and resources for classroom and informal learning; and professional development sessions utilizing cyberinfrastructure to facilitate remote interactions between educators and researchers performing actual data manipulations. In addition, an
In this chapter we present and discuss the results and reflections based on our recent developments and experiences in Europe and in Asia regarding how novel educational design patterns, mobile technologies and software tools can be combined to enhanced learning. We propose and recommend possible directions for the design of future educational activities and technological solutions that can support seamless learning. To the end, we discuss how the notion of seamless learning could be used to tackle some of the challenges our educational systems are facing in connection to the introduction of
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Marcelo MilradLung-Hsiang WongMike SharplesGwo-Jen HwangHiroaki Ogata
This article takes a critical look at three pervasive urban legends in education about the nature of learners, learning, and teaching and looks at what educational and psychological research has to say about them. The three legends can be seen as variations on one central theme, namely, that it is the learner who knows best and that she or he should be the controlling force in her or his learning. The first legend is one of learners as digital natives who form a generation of students knowing by nature how to learn from new media, and for whom “old” media and methods used in teaching/learning
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Paul KirschnerJeroen van Merrienboer
Mobile Media Learning shares innovative uses of mobile technology for learning in a variety of settings. From camps to classrooms, parks to playgrounds, libraries to landmarks, Mobile Media Learning shows that exciting learning can happen anywhere educators can imagine. Join these educator/designers as they share their efforts to amplify spaces as learning tools by engaging learners with challenges, quests, stories, and tools for investigating those spaces.