This article describes a course on the representations of HIV/AIDS in the visual arts, concluding that discipline-based art education may be applied to medical humanities courses in a medical curriculum.
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
The impact of two science enrichment programs on the science attitudes of 330 gifted high school students was evaluated using a multimethod, multiperspective approach that provided a more comprehensive evaluation of program impact on science attitudes than did previous assessments of science programs. Although pre-post comparisons did not indicate positive impact on science attitudes, other measures provided strong evidence of program effectiveness. Program benefits were greater among girls, those who had more supportive families and teachers, and those who entered the programs with greater
This paper uses a possible selves theoretical framework to examine whether and how adolescent girls' images of themselves as future scientists change during their transition from high school to college. Forty-one female high school graduates from diverse ethnic and socioeconomic backgrounds, who had enrolled in an intensive math and science program while in high school, participated in interviews focused on their perceptions of factors that influenced their career plans over time. Participants suggested that career-related internships and intensive academic programs, especially those that
Many biomedical research universities have established outreach programs for precollege students and teachers and partnerships with local school districts to help meet the challenges of science education reform. Science outreach programs held in university research facilities can make science more exciting and innovative for high school students and can offer them much more insight into the nature of science and laboratory research than is available in most high school science courses. This paper describes a long-term follow-up study of high school students enrolled in the Summer Science
As we turn more and more to high-end computing to understand the Universe at cosmological scales, dynamic visualizations of simulations will take on a vital role as perceptual and cognitive tools. In collaboration with the Adler Planetarium and University of California High-Performance AstroComputing Center (UC-HiPACC), I am interested in better understanding the use of visualizations to mediate astronomy learning across formal and informal settings. In this research, I use quantitative methods to investigate how 122 post-secondary learners are relying on color to interpret dark matter in a
While we should celebrate our success at evolving many vital aspects of the human-technology interactive experience, we question the scope of this progress. Step back with us for a moment. What really matters? Everyday life spans a wide range of emotions and experiences -- from improving productivity and efficiency to promoting wonderment and daydreaming. But our research and designs do not reflect this important life balance. The research we undertake and the applications we build employ technology primarily for improving tasks and solving problems. Our claim is that our successful future
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TEAM MEMBERS:
Eric PaulosTom JenkinsAugust JokiParul Vora
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.
How can research on teaching and learning be used to improve the design of e-content? The contents of this report are based on a series of seminars conducted during 2003 and 2004, funded by the Economic & Social Research Council (ESRC), that were coordinated by Lydia Plowman, University of Stirling. They were also sponsored by a number of organisations including Futurelab. Each seminar was attended by researchers from universities, creators and managers of companies that make educational resources, and people engaged in policy making or representing Government agencies
Science Club is an after school program created in partnership between Northwestern University and the Boys & Girls Clubs of Chicago. Every week throughout the academic year, middle school youth (grades 5-8) work in small groups with their graduate student mentors on challenging, hands-on experiments. The six Science Club curricular modules cover topics ranging from biomedical engineering to food science, all with the goals of helping youth to 1) improve their understanding of the scientific method, 2) develop scientific habits of mind, and 3) increase their interest in STEM fields, particularly health-related careers. Science Club serves 60 youth every quarter with the help of 30 trained scientist mentors. Science Club meets three days a week at the Pedersen-McCormick Boys & Girls Club in Chicago, IL.
In case studies of two first-year elementary classroom teachers, we explored the influence of informal science education (ISE) they experienced in their teacher education program. Our theoretical lens was identity development, delimited to classroom science teaching. We used complementary data collection methods and analysis, including interviews, electronic communications, and drawing prompts. We found that our two participants referenced as important the ISE experiences in their development of classroom science identities that included resilience, excitement and engagement in science
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a Game Design Through Mentoring and Collaboration summer program for 16 high school students and 3 college student mentors who collaborated with a science subject matter expert. After four weeks, most students produced 2-D video games with themes based
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TEAM MEMBERS:
Neda KhaliliKimberly SheridanAsia WilliamsKevin ClarkMelanie Stegman