College students (in Experiment 1) and 7th-grade students (in Experiment 2) learned how to design the roots, stem, and leaves of plants to survive in 8 different environments through a computer-based multimedia lesson. They learned by interacting with an animated pedagogical agent who spoke to them (Group PA) or received identical graphics and explanations as on-screen text without a pedagogical agent (Group No PA). Group PA outperformed Group No PA on transfer tests and interest ratings but not on retention tests. To investigate further the basis for this personal agent effect, we varied the
DATE:
TEAM MEMBERS:
Roxana MorenoRichard MayerHiller SpiresJames Lester
The article discusses the significance of student's participation in a wireless, handheld field trip in the U.S. It is a program that comprises of a mix of podcasts, student multimedia creation, Web research and interviewing, designed by the Harvard Graduate School of Education. The innovation is vital to students' learning because it will allow them to interact with museum exhibits in a guided yet exploratory way and to increase both the amount of time students spend at exhibits and the depth of engagement with each exhibit. It revealed that in a museum setting, the technology can be used to
DATE:
TEAM MEMBERS:
Aliece WellerJohn BickarPaul McGuiness
Schools do not define education, and they are not the only institutions in which learning takes place. After-school programs, music lessons, Scouts, summer camps, on-the-job training, and home activities all offer out-of-school educational experiences. In Learning at Not-School, Julian Sefton-Green explores studies and scholarly research on out-of-school learning, investigating just what it is that is distinctive about the quality of learning in these “not-school” settings. Sefton-Green focuses on those organizations and institutions that have developed parallel to public schooling and have
DATE:
TEAM MEMBERS:
The MacArthur FoundationJulian Sefton-Green
Digital media and technology are revolutionizing how, where and when children learn, compelling many educators to completely re-imagine what a learning experience looks like. At the core of effective digital media and learning is the principle that instructional strategies should be personalized and that technology is a tool that supports effective teaching and learning practices. Afterschool programs are an ideal setting for digital learning--excelling at providing interest-driven learning opportunities can learn at their own pace, participate in hands-on learning experiences, and engage in
This paper describes the integration of handheld computer technology into an existing web-based educational platform, the Web-based Inquiry Science Environment (WISE) and the synergy it produces. This solution facilitated a research program that explores how handheld computers (PDAs, palmtops, etc.) can expand the scope and functionality of inquiry activities in K-12 science and mathematics curriculum. The paper presents the WISE software and curriculum and explains how combining it with handheld technology creates unique educational opportunities. It then goes on to describe the system that
Based on the premise that one component of NASA's pre-college education program is intended to support and enact school reform, the Committee for the Evaluation and Review of NASA's Pre-College Education Program requested an analysis of how the NASA Explorer School (NES) Model aligns with other national models of school-wide improvement and reform. The purpose and focus of this paper is to summarize key elements of major school improvement and reform models as well as specific content reform models from the literature, and to analyze the extent to which there is alignment between these models
Discovering and understanding the temporal evolution of events hidden in text corpora is a complex yet critical task for knowledge discovery. Although mining event dynamics has been an important research topic leading to many successful algorithms, researchers, research and development managers, intelligence analysts and the general public are still in dire need of effective tools to explore the evolutionary trends and patterns. This exploratory project focuses on developing and validating a novel idea called narrative animation. Narrative animation uses animated visualizations to narrate, explore, and share event dynamics conveyed in temporally evolving text collections. Film art techniques are employed to leverage the animated visualizations in information organization and change detection, with the goals of enhancing analytical power and user engagement. A prototype system called CityStories is being developed to generate narrative animations of events in cities derived from web-based text. If this novel, risky research is successful, it is expected to yield fundamental results in narrative animation that can advance the current paradigm in information visualization and visual analytics by developing novel techniques in using animations for presenting and analyzing dynamic abstract data at a large scale. The pilot system CityStories system is expected provide a novel network platform for education, entertainment, and data analytics. It will engage general users such as students, teachers, journalists, bloggers, and many others in web information visualization and study. Results of this research will be disseminated through publications, the World Wide Web, and collaborations with researchers and analysts. The project web site (http://coitweb.uncc.edu/~jyang13/narrativeanimation/narrativeanimation.htm) will include research outcomes, publications, developed software, videos, and datasets for wide dissemination to public.
Morehead Planetarium and Science Center has just started working on WILD BLUE: Using Fulldome Technology to Illustrate Aeronautics Principles, targeting school audiences from grades 3-8 as part NASA's CP4SMP+ program. Morehead will partner with NASA Langley Research Center as content advisors and Sky-Skan, Inc as content distributors. WILD BLUE's primary goal is to strengthen STEM education in the United States. WILD BLUE plans national distribution of a NASA-inspired media portfolio that supports formal and informal STEM education. The media portfolio targets grades 3-8, addresses National Science Education Standards, and includes two key deliverables: (1) a fulldome planetarium show that showcases aeronautics history and concepts, NASA's role in aeronautics research and related STEM careers (2) web-based curriculum materials that integrate current NASA curriculum materials, including Museum in a Box and Summer of Innovation activities. All WILD BLUE deliverables include NASA content -- the history, primary research and future plans of NASA's Aeronautics Research Mission Directorate (ARMD); imagery illustrating aeronautics concepts; information about STEM careers with NASA; and commentary from ARMD personnel. This four-year project ensures scientific accuracy, educational value and engaging presentation through an advisory board and an external evaluation process. WILD BLUE expects outcomes that include advancing NASA Strategic Goal 6 (participation, innovation, contribution) and NASA Education Goals, facilitating knowledge of NASA's role in aeronautics research, and expanding participation by underserved students in formal and informal science education.
The Children’s Museum of Indianapolis (Museum) is creating Curious Scientific Investigator (CSI): Beyond Spaceship Earth, a project geared towards immersing children and families in science, technology, engineering, and math (STEM) disciplines, which will be launched in 2016.
As the lead institution, the Museum is partnering with NASA Johnson Space Center (JSC), Purdue University, and SpaceX to implement the project in Indianapolis.
CSI: Beyond Spaceship Earth will introduce children and families to the science of human space exploration in the 21st century. Through an array of informal learning experiences aimed at promoting STEM concepts and NASA’s educational outcomes the project will pursue the following objectives:
Immerse visitors in the ISS and laboratory environments;
Provide an environment to allow performing and manipulating experiments to understand the importance of NASA’s research and exploration; and
Engage in real-life and simulated experiences, including interactions with university students studying STEM disciplines, which encourage children and youth to explore STEM skills and careers through NASA’s research and exploration.
The Museum has designed an immersive International Space Station-themed exhibit along with contextual and authentic activities for children and families, with production set to begin in late 2015. Museum teams are currently completing front-end research, prototyping and exhibit design. Leveraging family and informal learning expertise and incorporating the experiences of real astronauts, this project will support understanding of NASA’s Human Exploration and Operations Mission Directorate (HEOMD) research and operations. This exhibit will also promote interest, engagement, and awareness of NASA’s achievements in space exploration and how these benefit life on Earth.
Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids’ development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to
This planning grant addresses the issue of students losing interest in STEM during the ages of 8-12 years. The PIs propose that STEM content provided through electronic media will be more readily accepted by youth because it is on their "home turf." IMX.org will be a new, highly engaging, online destination for tweens and kids at large. It is designed to leverage the Web 2.0 and tweens' fascination with media and popular culture, and to demonstrate the connections between the real world, everyday life, and STEM. The project will test a preliminary design with a focus group of 8-12 year-olds, convene a panel of experts and Advisory Board, and create a beta Web site to conduct formative research.
Climate Change Education produced climate change educational experiences for both professional and general public audiences. In particular, the Science Museum of Minnesota (SMM), in collaboration with NASA Goddard Institute for Space Studies (GISS), University of Minnesota’s Institute on the Environment, and the University of Wisconsin’s Cooperative Institute for Meteorological Satellite Studies (CIMSS), developed new content for SMM’s Earth Buzz online network, developed a climate change educational program for middle and high school teachers, invited audiences of policy- and decision-makers to SMM for climate change discussions, and recruited and mentored a climate change team of high school students through SMM’s Kitty Andersen Youth Science Center. The project goals were to increase the awareness and understanding in target audiences that (1) human activities are now surpass natural processes as driving forces of atmospheric change, (2) the behavior of Earth's atmosphere in the 21st Century will be increasingly determined by humans, and (3) human ingenuity is the key to adapting to and mitigating the climate changes underway. Highlights of the project included organizing and hosting the October 26-28, 2011 City of Saint Paul Climate Change Adaptation Scenario Planning Workshop, which catalyzed climate resilience as a city planning priority, organizing and hosting with Morris A. Ward, Inc. the October 5-6, 2012 Climate Change Science for Minnesota Broadcast Meteorologists workshop which brought together local TV and radio meteorologists with some of the best climate scientists in the U.S., helping to organize and host on November 7, 2013 the State of Minnesota’s first conference devoted exclusively to climate change adaptation, and the adoption by the museum of a public statement on climate change (www.smm.org/climatechange). The project endures although the grant has concluded through the continued delivery of the museum’s Climate Changed outreach program to a wide array of audiences and through the museum’s continued involvement with the many partnerships established during the Climate Change Education project, as exemplified by the museum working with the City of Saint Paul and Macalester College on an upcoming St. Paul Neighborhood Climate Adaptation Workshop and a Worldwide Views on Climate and Energy event (climateandenergy.wwviews.org/).