In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game
What if every kid had access to a real workshop? Like the ones in the corners of garages across the country: a basic array of tools, bits and pieces of hardware, piles of scrap materials and fasteners, plus stacks of unsorted boxes containing the remnants of projects gone by. Visualize also that the workshop held a few musical instruments-guitars, a keyboard, some percussion-as well as art supplies: markers, paints, clay, and the tools to shape it, ribbons glitter, beads, fabric, etc. n top of this, picture the workshop having a few hands-on exhibits to explore and manipulate-a vacuum chamber
In this study our goal is to conduct a "connective ethnography" that focuses on how gaming expertise spreads across a network of youth at an after-school club that simultaneously participates in a multi-player virtual environment (MUVE). We draw on multiple sources of information: observations, interviews, video recordings, online tracking and chat data, and hundreds of hours of play in the virtual environment of Whyville ourselves. By focusing on one particular type of insider knowledge, called teleporting, we traced youth learning in a variety of online and offlien social contexts, both from
This study compared grandparent-grandchild groups who experienced an informal science exhibition by visiting a museum or by visiting a website. Although intergenerational learning is often the focus of visitor research, few studies have focused specifically on grandparents as an audience. Do they have unique intergenerational needs that museums and websites are not yet supporting? Do they find museums and websites to be good places to learn alongside their grandchildren? Our findings suggested that grandparents prefer museums as locations for intergenerational learning because the museum
Marshall Barnes was chosen by Larry Bock, founder of the USA Science and Engineering Festival as a late addition to the USASEF after viewing Marshall's impressive SuperScience for High School Physics activities for National Lab Day and his emphasis on advanced concept science and technologies. Marshall was given free booth space to set-up an exhibit that featured what is now being called "STEAM" or Science, Technology, Engineering, Art, Math and was fairly interactive. Marshall's booth emphasized his actual research that the visitors could take part in or analyze themselves. He had a VCR, TV, CD player, MacBookPro laptop and his own invention - the Visual Reduction Window. There were four elements to the exhibit. There was a TV monitor that showed a scene from a movie that you could view with 3D glasses for TV that Marshall invented that work even with one eye closed. At different times that same monitor would feature footage from an experiment that Marshall conducted to produce one of Nikola Tesla's ideas that Tesla never accomplished - a wall of light. This same footage could be analyzed by the visitors - frame by frame, on the Mac computer to see exactly how the principle of resonance produced the wall of light from the build-up of reflections off a physical wall created by strobe lights. Visitors could also listen to hyperdimensional music that Marshall produced that takes any kind of music to a new listening experience. Based on the concept that music is a coded language with cues and instructions that are cognitively recognizable when translated, Marshall invented techniques and technologies that allow such translations and brought examples for visitors to listen to. They included an upcoming radio show theme and the soundtrack to a documentary on the reality behind Fox TV's FRINGE. The music featured song elements that move around between the speakers and make you feel like the music is alive. The most dramatic of all was the Visual Reduction Window, again invented by Marshall, that made kids look transparent and at times, almost completely invisible. Based on his famous research into invisibility, which is documented at the Santa Maria Experiment exhibit in the Santa Maria Education Visitor's Center in Columbus, Ohio, the effect of real life transparency is stunning and Marshall, the world's leading expert on invisibility research was able to describe the physics behind what he was doing and its applications in the real world. His approach to invisibility is superior to those methods pursued by Duke University and others, trying to do the same with metamaterials, and is based on a completely different model of invisibility that he calls, Visual Density Reduction or VDR. Using VDR techniques, Marshall can make attack helicopters, small gun boats, tanks and many other things invisible, which is why he doesn't reveal the current level of his research, due to National Security reasons. Overall, the exhibit was a wild success and serves as a model for a traveling exhibit for informal science at malls, fairs, science centers, and other festivals.
The Santa Maria Experiment exhibit concerns the original and successful invisibility research that initially took place in Columbus, OH in 1994 and documents the scientific principles behind how and why this research worked. It consists of two display panels filled with charts, articles and photographs and is written so that elementary children can easily read and understand the information. It also includes a video documentary for viewing that shows the research in progress and demonstrates its abilities as well as limitations. The exhibit gets its name from the fact that the largest target used for the invisibility tests in 1994, was the full scale replica of Christopher Columbus' flag ship, the Santa Maria. The ship was made to appear almost complete invisible when viewed through a special light bending material that lead investigator, Marshall Barnes, used to see if refracted light would indeed produce "mirages of invisibility". The story about this research eventually went around the world and in 2006 it was suggested that a permanent exhibit be set-up for educational purposes and be a positive draw for visitors. Housed at the Santa Maria Seeds of Change Visitor Education Center on the Scioto riverfront in downtown Columbus, OH,and officially opened on Columbus Day 2007, this is the only exhibit in the world that brings this much fantasized, as well as scientifically misunderstood subject, into accurate, scientific focus.
The Learning and Youth Research and Evaluation Center (LYREC) is a collaboration of the Exploratorium, Harvard University, Kings College London, SRI International and UC Santa Cruz. LYREC provides technical assistance to NSF AYS projects, collects and synthesizes their impact data, and oversees dissemination of progress and results. This center builds on the Center for Informal Learning in Schools (CILS) that has developed a theoretical approach that takes into account the particular strengths and affordances of both Out of School Teaching (OST) and school environments. This foundation will permit strengthening the potential of the NSF AYS projects to develop strong local models that can generate valid and reliable data that can guide future investment, design and research aimed at creating coherence across OST and school settings. The overarching questions for the work are: 1. How can OST programs support K-8 engagement and learning in science, and in particular how can they contribute to student engagement with K-8 school science and beyond? 2. What is the range of science learning outcomes OST programs can promote, particularly when in collaboration with schools, IHE's, businesses, and other community partners? 3. How can classroom teachers and schools build on children's OST experiences to strengthen children's participation and achievement in K-12 school science Additionally, the data analysis will reveal: 1. How OST programs may be positioned to support, in particular, high-poverty, female and/or minority children traditionally excluded from STEM academic and career paths; and 2. The structural/organizational challenges and constraints that exist to complicate or confound efforts to provide OST experiences that support school science engagement, and conversely, the new possibilities which are created by collaboration across organizational fields. Data will be gathered from surveys, interviews, focus groups, evaluation reports, and classroom and school data.
This pilot project establishes and implements a professional development model with teachers of Native American students by creating a culturally relevant science, technology, engineering and mathematics (STEM) teacher in-service model for 30 grade 4-6 teachers from schools from two nations in Utah. The in-service program relies on community advisory panels, current standards and best practices in science, mathematics and technology education, by implementing engineering and technology education activities as a means of teaching science and mathematics. The goal is to improve teacher preparation in science and mathematics for Native Americans by creating culturally relevant curriculum materials with the help of community advisory panels and providing each teacher participant with at least 100 hours of structured professional development. The long-range goal is to develop an in-service model that can be transported to other Native American nations and schools. STEM and education faculty, community teachers, parents and leaders, as well as, tribal elders are to work together to assure the professional development model and materials are developed in a culturally inclusive manner. The evidence-based outcome of this project is that Native American students effectively learn mathematics and science with the longer-term influence being improvement in student achievement.
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TEAM MEMBERS:
Kurt BeckerJames BartaRebecca Monhardt
Research on human–robot interaction has often ignored the human cognitive changes that might occur when humans and robots work together to solve problems. Facilitating human–robot collaboration will require understanding how the collaboration functions system-wide. The authors present detailed examples drawn from a study of children and an autonomous rover, and examine how children’s beliefs can guide the way they interact with and learn about the robot. The data suggest that better collaboration might require that robots be designed to maximize their relationship potential with specific users
Too Small to See is a 5,000 square-foot interactive traveling museum exhibition designed to provide hands-on nanotechnology science education to youth age 8 to 13 and adults. It debuted at Disney's Epcot and will reach over three million people during a five-year US tour. This evaluation examines the exhibition’s outcomes and impact on increasing visitors’ awareness of, interest in, engagement with, and understanding of nanoscale science, engineering, and technology. An overarching goal is to document the project’s contribution to the portfolio of federally funded Science Technology
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TEAM MEMBERS:
Douglas SpencerTina PhillipsTori AngelottiShane MurphyFred ConnerCornell University
resourceevaluationMuseum and Science Center Programs
Star Wars: Where Science Meets Imagination is a National Science Foundation funded project which developed a national traveling exhibition on science and technology themes depicted in the Star Wars movies. The Museum of Science, Boston (MOS) developed the exhibition in collaboration with Lucasfilm Ltd. and Science Museum Exhibit Collaborative (SMEC). The exhibition will travel to members of the SMEC in Los Angeles, Portland, Fort Worth, St. Paul, Columbus, Philadelphia, and Boston. Other venues will display the exhibition after the Collaborative tour. Tisdal Consulting was contracted to
This report is the second annual report summarizing data collected about the overall impact of the Saint Louis Science Center's educational programs on participants. Data was collected between September 2007 to August 2008. Four programs, Challenger Learning Center Student Missions, MySci(TM), Nanofuture Forums, and Travel Programs, are spotlighted.
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TEAM MEMBERS:
Jennifer HeimElisa IsraelStaci WillisKaty LoftonYing LiuSaint Louis Science Center