Skip to main content

Community Repository Search Results

resource project Media and Technology
Bridging Earth and Mars (BEAM): Engineering Robots to Explore the Red Planet engages the general public and K-8 students in exhibits and programs designed to foster awareness of robotic technology, computer programming, and the challenges and opportunities inherent in NASA missions and S-STEM careers. The Saint Louis Science Center (SLSC) of St. Louis, Missouri is the lead institution and project site; partners include Washington University in St. Louis, Saint Louis University, the St. Louis regional FIRST Robotics organization, and the Challenger Learning Center-St. Louis. Project goals are to: 1) inform, engage, and inspire the public to appreciate NASA’s Mission by sharing findings and information about NASA’s missions to Mars; 2) ignite interest in S-STEM topics and careers for diverse K-8 students; and, 3) encourage students in grades 6-8 to sustain participation in educational experiences along the S-STEM careers pipeline. The SLSC will design and build a Martian surface and panorama where two rovers can be remotely controlled. Visitors in the McDonnell Planetarium will use controllers to program rover exploration of the Martian landscape in real-time. Visitors in SLSC’s Cyberville gallery, located one-quarter mile away across a highway-spanning enclosed bridge, will program the second rover with simulated time lag and view its movements via a two-way camera system. SLSC will organize and host a series of Innovation Workshops for K-8 students, each featuring teamwork-building engineering challenges from current and updated NASA-based science curricula. Participants will be recruited from SLSC community partners, which include community centers and faith-based programs for underserved families.
DATE: -
TEAM MEMBERS: Bert Vescolani John Lakey Paul Freiling
resource research Professional Development, Conferences, and Networks
Learning In and Out of School in Diverse Environments is the product of a two-year project during which a panel convened by the LIFE Center (an NSF Science of Learning Center) and the Center for Multicultural Education identified important principles that educational practitioners, policy makers, and future researchers can use to build upon the learning that occurs in the homes and community cultures of students from diverse groups. This report lays out an argument for focusing on cross setting learning as key to equity in STEM education.
DATE:
TEAM MEMBERS: The LIFE Center (The Learning in Informal and Formal Enivronments Center) University of Washington James Banks Kathryn Au Arnetha Ball Philip Bell Edmund Gordon Kris Gutierrez Shirley Heath Carol Lee Yuhshi Lee Jabari Mahiri Na'ilah Suad Nasir Guadalupe Valdes Min Zhou
resource research Media and Technology
The article presents the author's insights on educational technology research in informal learning environments and on the idea of informal learning. He says that non-formal environments offer fewer controls on the activities of learners and leave the conditions of learning to the learners. He states that non-formal learning is more focused on the learners' selected types of learning on a particular sub-groups of the population. He mentions that this type of learning addresses all kinds of questions which are driven by learners' needs and curiosity. The author also suggests that it is
DATE:
TEAM MEMBERS: Richard Schwier
resource research Media and Technology
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
DATE:
TEAM MEMBERS: Neda Khalili Kimberly Sheridan Asia Williams Kevin Clark Melanie Stegman
resource research Media and Technology
Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is “inside” a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies
DATE:
TEAM MEMBERS: Chris Dede
resource research Media and Technology
The authors review the giant screen (GS) film literature to determine if the form has unique attributes that contribute to science learning. They find that four attributes are claimed to contribute to higher learning outcomes: the sense of immersion by reducing peripheral views to a minimum; first person perspective contributing to the sense of presence in the film; narrative structure; and sensory stimulation of mirror neurons that promote kinesthetic learning. They demonstrate that most claims are without support in empirical research but uncover some recent results that give reason to
DATE:
TEAM MEMBERS: John Fraser Joe E Heimlich John Jacobsen Victor Yocco Jessica Sickler Jim Kisiel Mary Nucci Lance Jones Jeanie Stahl
resource research Informal/Formal Connections
Educators repeatedly underscore the intimate relationship between science and technology. This is problematic because technology, far from being “applied science,” presupposes a unique epistemology (techno-epistemology). A focus on the role of science in technology overshadows this unique way of knowing and hence limits technology education and privileges a scientific worldview in education. To appropriately frame the unique epistemology of technology in education, we propose a cognitive framework developed to understand the use and development of tools in human activity, namely, Cultural
DATE:
TEAM MEMBERS: Michiel van Eijck Nicholas Xumthoult Claxton
resource research Media and Technology
The author reflects on the use of some media channels to disseminate information about astronomy. He states that there is a striking absence of regularly maintained blogs hosted by major astronomical institutions. He asserts that social networking sites offer a quick and efficient channel for dissemination of content to a younger audience. He offers information on Second Life, the most popular non-game-based virtual community.
DATE:
TEAM MEMBERS: Aaron Price
resource research Public Programs
This conference presentation examines the impact of the "GIRLS" Camp, a STEM-based summer camp for girls that aims to improve girls' STEM identities.
DATE:
TEAM MEMBERS: Roxanne Hughes
resource research Public Programs
This presentation given at the 2013 Materials Research Society (MRS) Spring Meeting examines evidence for the effectiveness of STEM education programs at the National High Magnetic Field Laboratory.
DATE:
TEAM MEMBERS: Roxanne Hughes
resource research Public Programs
This article explores the roots of the citizen science movement. It uses several ongoing projects as examples, including the Audubon's Christmas Bird Count, research into bee colony collapse, and nanotechnology programs. The article concludes by providing guidance for the development of future citizen science projects, focusing on an increased dialogue between traditional and informal science education.
DATE:
TEAM MEMBERS: Michael Mueller Deborah Tippins Lynn Bryan
resource research Media and Technology
Presentation slides, transcript, Q&A, and recording from the NSF Cyberlearning Solicitation Information Webinar held on February 18, 2014.
DATE:
TEAM MEMBERS: The Center for Innovative Research in Cyberlearning Janet Kolodner Chris Hoadley