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resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. Using STEM America (USA) is a two-year Pathways project designed to examine the feasibility of using informal STEM learning opportunities to improve science literacy among English Language Learner (ELL) students in Imperial County, California.
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TEAM MEMBERS: Edwin Obergfell Philip Villamor
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes the PBS NewsHour STEM Learning project, a broadcast and online science journalism and informal science education initiative to report breaking science news and cutting-edge STEM (Science, Technology, Engineering and Mathematics) research and researchers to a national audience.
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TEAM MEMBERS: Patti Parson
resource research Media and Technology
Silence of the Lands is a virtual museum of natural quiet in Boulder, Colorado, based on locative and tangible computing. The project promotes a model of virtuality that empowers the active and constructive role of local communities in the interpretation, preservation, and renewal of natural quiet as an important element of the natural heritage. This is accomplished by using sounds as conversation pieces of a social narrative aimed at transforming the virtual museum into an organism linking the people, perspectives, and values that pertain to the specific environmental setting of Boulder
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TEAM MEMBERS: Elisa Giaccardi
resource research Media and Technology
Traditionally, collaborative technologies are intended to directly support joint, collaborative activity, taking their cues from communication and media. Here, empirical findings are presented about the types of information needs associated with the formation of a knowledge-building community among professional learning technology researchers. Several issues are outlined in designing, facilitating, supporting, and measuring knowledge-building activity in such as community of practice. It is argued that, rather than communication tools, a knowledge-building community is better served by
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TEAM MEMBERS: Christopher Hoadley Roy Pea
resource research Media and Technology
As young people today grow up in a world saturated with digital media, how does it affect their sense of self and others? As they define and redefine their identities through engagements with technology, what are the implications for their experiences as learners, citizens, consumers, and family and community members? This volume addresses the consequences of digital media use for young people’s individual and social identities. The contributors explore how young people use digital media to share ideas and creativity and to participate in networks that are small and large, local and global
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TEAM MEMBERS: David Buckingham
resource research Media and Technology
This presentation by Sue Ellen McCann opened the "Building New Audiences with Technology" Diving Deeper session at the 2014 AISL PI Meeting in Washington, DC. It frames the discussion by asking how people learn about and choose to use new technologies, and then uses KQED's e-book strategy as an example.
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TEAM MEMBERS: Sue Ellen McCann
resource project Media and Technology
Twin Cities Public Television in collaboration with a committee of STEM media professionals will organize a one-day conference devoted to network building and planning for an inaugural, multi-day STEM Media Producers Conference in 2013 or 2014. Professional organizations and conferences are well-known and effective means of building community and advancing practice within specific fields. Mass media – film, television, radio, and more recently, productions for online/digital platforms – have been a primary component of NSF’s support for informal science education (ISE) for more than three decades, drawing on the skills of an extremely diverse array of professionals. Yet despite the many common issues faced by these professionals and the increasingly cross-platform nature of ISE media projects in the NSF portfolio, at present no formal organization, professional society or annual conference exists for this community. An organization of media producers and a regular, annual meeting will provide a much-needed forum to address issues of training and professional development, facilitate cross-platform collaborations, increase the use of new media technologies, and synthesize evaluations and research into coherent statements of the powerful impact of STEM media – statements that can form the cornerstone of a STEM/ISE media awareness campaign. The event will take place in conjunction with the NSF PI Meeting in March 2012, capitalizing on the momentum generated at a media convening organized by the Center for the Advancement of Informal Science Education (CAISE) in July of 2011. The approximately 30 attendees will include participants in the July Convening and other STEM media professionals, all representing the subfields of Film, Television, Radio, and the increasingly important and diverse Online/Digital field, plus research and evaluation specialists and CAISE staff. The agenda will emphasize the potential of cross-platform collaborations and define a second agenda for a larger annual meeting that will include the larger community of STEM professionals.
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TEAM MEMBERS: Twin Cities Public Television Richard Hudson Joanna Baldwin-Mallory Ari Epstein
resource research Media and Technology
The days of desktop dominance are over. Mobile has swiftly risen to become the leading digital platform, with total activity on smartphones and tablets accounting for an astounding 60 percent of digital media time spent in the U.S. The fuel driving mobile’s relentless growth is primarily app usage, which alone makes up a majority of total digital media engagement at 52 percent. In this report we let the numbers and charts do most of the talking, as the story of today’s app landscape is told through the visualization of comScore’s mobile data.
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TEAM MEMBERS: Adam Lella Andrew Lipsman
resource research Media and Technology
Knowledge building, as elaborated in this chapter, represents an attempt to refashion education in a fundamental way, so that it becomes a coherent effort to initiate students into a knowledge creating culture. Accordingly, it involves students not only developing knowledge-building competencies but also coming to see themselves and their work as part of the civilization-wide effort to advance knowledge frontiers. In this context, the Internet becomes more than a desktop library and a rapid mail-delivery system. It becomes the first realistic means for students to connect with civilization
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TEAM MEMBERS: Marlene Scardamalia Carl Bereiter
resource research Media and Technology
What are our youth using their mobile phones to do? They text message, play games, listen to music, and take pictures, and that's only the beginning. Teenagers are the ones establishing the rules of this new mobile culture ad hoc. To them, the mobile phone is not a device for making phone calls, but rather, a 'lifeline' to the social network and an instrument for coordinating their everyday life. Can this tool, that has seemingly ensconced itself into youth culture, become a tool for informal science learning? This paper will summarize findings that have been collected as part of the Science
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TEAM MEMBERS: Denise Bressler
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
In the increasingly fierce competition for leisure time and educational spending, museums are seriously challenged by edutainment, the Internet, CD-ROMs, and 500-channel satellite TV. For example, if a child is interested in dinosaurs, 20 years ago a parent would have been likely to take her to the museum to see some fossils. Today, many parents would probably begin by taking her to the computer to search the World Wide Web, where a quick search reveals thousands of dinosaur web pages. If the family did not find a site among these thousands that satisfied the child's curiosity - or if they
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TEAM MEMBERS: Gaea Leinhardt Kevin Crowley