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resource research Media and Technology
This design case explores the affordances of gigapixel image technology for science communication and learning in museum settings through the iterative development of an explorable image viewer to engage visitors in an archaeological exhibit. We reflect on the series of user studies, prototype iterations, and design decisions taken to optimize navigation, annotation and exploration in this zoomable user interface. We highlight a set of design precedents, interaction frameworks, and content structuring approaches, while detailing the development of a media rich digital annotation strategy to
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TEAM MEMBERS: University of Pittsburgh Marti Louw
resource project Media and Technology
This project supports the development of technological fluency and understanding of STEM concepts through the implementation of design collaboratives that use eCrafting Collabs as the medium within which to work with middle and high school students, parents and the community. The researchers from the University of Pennsylvania and the Franklin Institute combine expertise in learning sciences, digital media design, computer science and informal science education to examine how youth at ages 10-16 and families in schools, clubs, museums and community groups learn together how to create e-textile artifacts that incorporate embedded computers, sensors and actuators. The project investigates the feasibility of implementing these collaboratives using eCrafting via three models of participation, individual, structured group and cross-generational community groups. They are designing a portal through which the collaborative can engage in critique and sharing of their designs as part of their efforts to build a model process by which scientific and engineered product design and analysis can be made available to multiple audiences. The project engages participants through middle and high school elective classes and through the workshops conducted by a number of different organizations including the Franklin Institute, Techgirlz, the Hacktory and schools in Philadelphia. Participants can engage in the eCrafting Collabs through individual, collective and community design challenges that are established by the project. Participants learn about e-textile design and about circuitry and programming using either ModKit or the text-based Arduino. The designs are shared through the eCrafting Collab portal and participants are required to provide feedback and critique. Researchers are collecting data on learner identity in relation to STEM and computing, individual and collective participation in design and student understanding of circuitry and programming. The project is an example of a scalable intervention to engage students, families and communities in developing technological flexibility. This research and development project provides a resource that engages students in middle and high schools in technology rich collaborative environments that are alternatives to other sorts of science fairs and robotic competitions. The resources developed during the project will inform how such an informal/formal blend of student engagement might be scaled to expand the experiences of populations of underserved groups, including girls. The study is conducting an examination of the new types of learning activities that are multiplying across the country with a special focus on cross-generational learning.
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TEAM MEMBERS: Yasmin Kafai Karen Elinich Orkan Telhan
resource project Media and Technology
This multiplatform media and science center project is designed to engage audiences in humanity's deepest questions like the nature of love, reality, time and death in both scientific and humanistic terms. Project deliverables include 5 hour-long radio programs for broadcast on NPR stations, public events/museum exhibits at the Exploratorium in San Francisco, kiosks in venues throughout the city, and a social media engagement campaign. The audience of the project is large and diverse using mass media and the internet. But the project will specifically target young, online, and minority audiences using various strategies. The project is designed to help a diverse audience understand the impact of new scientific developments as well as the basic science, technology, engineering and math needed to be responsible, informed citizens. Innovative elements of the project include the unique format of the radio programs that explore complex topics in an engaging and compelling way, the visitor engagement strategy at the Exploratorium, and the social media strategy that reaches niche audiences who might never listen to the radio broadcasts, but find the podcasts and blogs engaging. The Exploratorium will be opening a new building in 2013 and will include exhibits and programs that are testing grounds for this project. This is a new model that aligns the radio content with exhibitions, social media, and in person events at the Exploratorium, providing a unique holistic approach. The project is designed to inspire people to think and talk about science and want to find out more. The evaluation will measure the impacts on the targeted audiences reached by each of the key delivery methods. Data will be collected using focus groups; intercept interviews with people in public places, and longitudinal panels. The focus will be on 5 targeted audiences (young adults, families with children, non-NPR listeners, underrepresented minorities, and adults without college experience). This comprehensive evaluation will likely contribute important knowledge to the field based on this multiple-platform collaborative model.
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TEAM MEMBERS: Barietta Scott
resource research Media and Technology
This poster describes the work accomplished by August 2014 for the NSF-funded project "Science of Sharing: Investigating Cooperation, Competition, and Social Interdependence." It was presented at the 2014 AISL PI Meeting in Washington, DC.
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TEAM MEMBERS: Exploratorium Josh Gutwill
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. The project created a bilingual exhibit and surrounding activities to explore the concept of sustainability.
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TEAM MEMBERS: Oregon Museum of Science and Industry Marilyn Johnson
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting held in Washington, DC. It presents the programs in production for Season Three of SciGirls, a series of six episodes following groups of girls and their mentors as they take part in citizen science projects. Season Three is produced in collaboration with the Cornell Lab of Ornithology and the National Girls Collaborative Project.
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TEAM MEMBERS: TPT Twin Cities Public Television Richard Hudson
resource research Media and Technology
To date, the major emphasis of educational technology researchers has been the development and use of educational technologies within school settings. Noticeably absent has been research and considerations that focus on the home as a computer-based learning environment and potential connections between school and home learning. Given the increasing prevalence of computers in homes, the authors argue for an explicit research focus on the various ways that computers in homes can be used to create rich learning environments or extend school-based learning environments. To that end, this article
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TEAM MEMBERS: Yasmin Kafai Barry Fishman Amy Bruckman Saul Rockman
resource research Media and Technology
This poster from the 2014 AISL PI Meeting presents Peg + Cat, a research and development project that explores the mechanisms that initiate and support innovation in early childhood education, especially by combining informal learning via public media and technology with teacher and family interactions to maximize children's math learning.
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TEAM MEMBERS: The Fred Rogers Company Alan Friedman
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes PEEP and the Big Wide World, a fully bilingual website (in Spanish and English) containing 120 animated stories and live-action video segments; 21 online games; 120 offline “Anywhere Science and Math” activities for families; an extensive curriculum for preschool educators; and 14 Android and iOS mobile apps for kids.
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TEAM MEMBERS: WGBH Educational Foundation Marisa Wolsky
resource research Media and Technology
This report is intended to provide guidance for policy-makers on the use of digital technologies to support learning in families. It draws on a research project conducted by Futurelab and funded by Becta on 'Learning in families with digital technologies'. It identifies significant gaps, challenges and opportunities for policy developments to support and enhance the outcomes of learning in families
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TEAM MEMBERS: Lyndsay Grant
resource research Media and Technology
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
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TEAM MEMBERS: Susan Mundry
resource project Media and Technology
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.
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TEAM MEMBERS: Jennifer Pace-Robinson David Wolf