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resource research Media and Technology
This paper advocates for place-based education to guide research and design for mobile computers used in outdoor informal environments (e.g., backyards, nature centers and parks). By bringing together research on place-based education with research on location awareness, we developed three design guidelines to support learners to develop robust science-related understandings within local communities. The three empirically- derived design guidelines are: (1) Facilitate participation in disciplinary conversations and practices within personally-relevant places, (2) Amplifying observations to see
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TEAM MEMBERS: Heather Zimmerman Susan Land
resource research Media and Technology
In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in computer science areas. The study required the development of various forms of multimedia that were inclusive of content and activities delivered in a distance environment via the Internet. The team worked with a game art and design graduate class to
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TEAM MEMBERS: Jeremy Ernst Aaron Clark
resource research Media and Technology
The article focuses on an educational program called Game Design Through Mentoring and Collaboration. The program is a partnership between McKinley Tech and George Mason University (GMU) in Fairfax, Virginia. Through this program the teachers ensure students understand the pathways needed for participation in the science, technology, engineering, and math (STEM) enterprise. Kevin Clark, is the principal investigator of the program.
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TEAM MEMBERS: Kevin Clark
resource research Media and Technology
This response to Leah A. Bricker and Phillip Bell's paper, GodMode is his video game name, examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning, and move on to thinking about how these insights can actually inform game design practice.
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TEAM MEMBERS: Melissa Biles
resource research Media and Technology
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning
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TEAM MEMBERS: Annetta Leonard Wendy Frazier Elizabeth Folta Shawn Holmes Richard Lamb Meng-Tzu Cheng
resource research Media and Technology
We know that giant screen films put viewers in places where they have never been, show them amazing things they will never see in everyday life and engage them in a visceral way as no other film experience can. But this is not enough. How can giant screen films combine popular appeal with lifelong learning experiences?
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TEAM MEMBERS: Robert Russell John Jacobsen
resource research Media and Technology
Viewers believe they are learning from giant screen films. But are they really learning, and what are they learning? This article reviews how evaluators look for learning impact and what evaluators have discovered aboutl learning from giant screen films and their adjunct materials.
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TEAM MEMBERS: Barbara Flagg
resource research Media and Technology
This article presents six reasons why giant screen films are educational. (1) They are an experiential medium. (2) They support active learning. (3) They support different learning styles. (4) They support formal education. (5) They support family learning. (6) Giant screen viewers want to learn and be inspired.
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TEAM MEMBERS: Robert Russell
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
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TEAM MEMBERS: Chris Dede
resource research Media and Technology
This article presents IMAX films as making science more accessible to the public, but cautions against building spectators rather than participants. It examines a film about Yellowstone while making the case that large-format films serve entertainment rather than scientific purposes.
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TEAM MEMBERS: Joanna Ploeger
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
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TEAM MEMBERS: John Fraser Joe E Heimlich John Jacobsen Victor Yocco Jessica Sickler Jim Kisiel Mary Nucci Lance Jones Jeanie Stahl
resource research Media and Technology
This review takes a critical position with regards to Treagust and Duit’s article, Conceptual Change: A discussion of theoretical methodological and practical challenges for science education. It is proposed that conceptual change research in science education might benefit from borrowing concepts currently being developed in the sociology of emotions. It is further suggested that the study of social interaction within evolving emotional cultures is the most promising avenue for developing and extending theories about conceptual change.
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TEAM MEMBERS: Regina Smardon