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resource project Public Programs
"Local Investigations of Natural Science (LIONS)" engages grade 5-8 students from University City schools, Missouri in structured out-of-school programs that provide depth and context for their regular classroom studies. The programs are led by district teachers. A balanced set of investigations engage students in environmental research, computer modeling, and advanced applications of mathematics. Throughout, the artificial boundary between classroom and community is bridged as students use the community for their studies and resources from local organizations are brought into school. Through these projects, students build interest and awareness of STEM-related career opportunities and the academic preparation needed for success.
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TEAM MEMBERS: Robert Coulter Eric Klopfer Jere Confrey
resource project Public Programs
The National Science Festival Network project, also operating as the Science Festival Alliance, is designed to create a sustainable national network of science festivals that engages all facets of the general public in science learning. Science Festivals, clearly distinct from "science fairs", are community-wide activities engaging professional scientists and informal and K-12 educators targeting underrepresented segments of local communities historically underserved by formal or informal STEM educational activities. The initiative builds on previous work in other parts of the world (e.g. Europe, Australasia) and on recent efforts in the U.S. to create science festivals. The target audiences are families, children and youth ages 5-18, adults, professional scientists and educators in K-12 and informal science institutions, and underserved and underrepresented communities. Project partners include the MIT Museum in Cambridge, UC San Diego, UC San Francisco, and the Franklin Institute in Philadelphia. The deliverables include annual science festivals in these four cities supported by year-round related activities for K-12 and informal audiences, a partnership network, a web portal, and two national conferences. Ten science festivals will be convened in total over the 3 years of the project, each reaching 15,000 to 60,000 participants per year. STEM content includes earth and space science, oceanography, biological/biomedical science, bioinformatics, and computer, behavioral, aeronautical, nanotechnology, environmental, and nuclear science. An independent evaluator will systematically assess audience participation and perceptions, level/types of science interest stimulated in target groups, growth of partnering support at individual sites, and increasing interactions between ISE and formal K-12 education. A variety of qualitative and quantitative assessments will be designed and utilized. The project has the potential to transform public communication and understanding of science and increase the numbers of youth interested in pursuing science.
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TEAM MEMBERS: Loren Thompson Jeremy Babendure Ben Wiehe
resource research Media and Technology
This paper examines the benefits and obstacles to young people's open-ended and unrestricted access to technological environments. While children and youth are frequently seen as threatened or threatening in this realm, their playful engagements suggest that they are self-possessed social actors, able to negotiate most of its challenges effectively. Whether it is proprietary software, the business practices of some technology providers, or the separation of play, work, and learning in most classrooms, the spatial-temporality of young people's access to and use of technology is often configured
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TEAM MEMBERS: Gregory Donovan Cindi Katz
resource research Media and Technology
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our
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TEAM MEMBERS: Michael Horn Erin Solovey R. Jordan Crouser Robert Jacob
resource research Public Programs
Equipping today's youth with the skills necessary to compete in the 21st Century workforce is a top priority of our nation's schools, communities, policy makers and businesses. This issue brief examines how afterschool provides kids with the opportunity to develop skills to help them succeed in an increasingly competitive labor market.
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TEAM MEMBERS: Afterschool Alliance
resource research Media and Technology
This report focuses on the use of games as resources to support the educational aims, objectives, and planned outcomes of teachers who understand that games are an important medium in contemporary culture and young people's experiences. The report provides an assessment of game-based learning in UK schools. It is intended to test out the hype and enthusiasm for using games in education and to identify a sensible rationale and practical strategies for teachers to try out games in the classroom.
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TEAM MEMBERS: Ben Williamson
resource research Media and Technology
This report summarizes the results of a three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning.
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TEAM MEMBERS: University of California, Irvine Mizuko Ito Becky Herr-Stephenson
resource research Media and Technology
Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. This book fills that gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By
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TEAM MEMBERS: University of California, Irvine Mizuko Ito
resource project Media and Technology
This planning effort, a collaboration of teams at the University of Maryland, Cornell University, Carnegie Mellon University and the Sciencenter of Ithaca, deals with the development and testing of a unique methodology for educating youth in computer programming. Through a mobile robot that is cleverly disguised as a small animal, participants will learn to manipulate the system by physically moving it as well as setting variables via electronic buttons thereby learning programming and design. The eventual use of this system and methodology is in museum exhibits so preliminary survey data will be gathered from various venues that presently use less capable devices. Iterative testing will be done at the Sciencenter in its exhibits.
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TEAM MEMBERS: Larry Davis Vibha Sazawai
resource project Public Programs
Voyage of Discovery is a comprehensive and innovative project designed to provide K-12 youth in Baltimore City with an introduction to mathematics, engineering, technology, environmental science, and computer and information science, as it relates to the maritime and aerospace industries. The Sankofa Institute, in partnership with the Living Classrooms Foundation and a host of marine, informal science, community, and educational organizations, collaborate to make science relevant for inner-city youth by infusing science across the curriculum and by addressing aspects of history and culture. Youth are introduced to historical, current, and future innovations in shipbuilding as a means to learn the science, mathematics, and history associated with navigation, transportation, environmental science, and shipping. Activities will take place at the Frederick Douglass-Isaac Myers Maritime Park and Museum where students participate in intensive afterschool, Saturday, and summer sessions. Families are invited for pre-session orientation meetings and again at the end of each session to observe student progress. This project will provide over 3,900 K-12 youth with the opportunity to learn mathematics (algebra, geometry, and trigonometry), physics (gravity, density, mechanics), design, and estuarine biology while participating in hands-on sessions. Project deliverables include a 26-foot wooden boat, a working model of a dirigible, a submarine model, and pilot control panel models, all constructed by students and subsequently incorporated into exhibits at the USS Constellation Museum. The project also results in the production of two curricula--one each on celestial navigation and propulsion. Voyage of Discovery informs the literature on inquiry-based informal science education programs and strategies to engage minority and low-income youth in learning science and technology.
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TEAM MEMBERS: Sandra Parker Scott Raymond