Skip to main content

Community Repository Search Results

resource research Media and Technology
These are the slides for part of the Diving Deeper, Looking Forward session "Building New Audiences with Technology" at the 2014 AISL PI Meeting in Washington, DC. James Harold from the Space Science Institute discusses the opportunities Facebook games as venues for informal learning, highlighting the development of the game "Starchitect."
DATE:
TEAM MEMBERS: James Harold
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.
DATE: -
TEAM MEMBERS: Twin Cities Public Television Richard Hudson Joanna Baldwin-Mallory Ari Epstein
resource research Media and Technology
These presentation slides were presented by Geoff Schladow in the "Building New Audiences with Technology" Diving Deeper session at the 2014 AISL PI Meeting in Washington, DC.
DATE:
TEAM MEMBERS: Geoff Schladow Louise Kellogg Phelan Fretz Sherry Hsi Steven Yalowitz
resource research Media and Technology
"Computer-mediated communication" refers to communication between people that occurs through the medium of the computer, and includes email, instant messages, chat rooms, newsgroups, and blogs. Learning sciences researchers have made great progress in understanding how CMC can be used to connect learners together, and to allow learners to connect with society at large.
DATE:
TEAM MEMBERS: Amy Bruckman
resource research Media and Technology
We use the acronym WILD to refer to Wireless Interactive Learning Devices. WILD are powerful and small handheld networked computing devices. The smallest handheld computers fit in one hand easily. The user interacts with the device either by touching the screen with a pen-shaped stylus, or by typing with both thumbs on a small keyboard known as a thumb-pad keyboard. The largest are the size of a paperback book and have a keyboard that is large enough to type on with all ten fingers. Their low price point and high usability has captured the imagination of educators and learning scientists. The
DATE:
TEAM MEMBERS: Roy Pea Heidy Maldonado
resource research Media and Technology
Computer-supported collaborative learning (CSCL) is an emerging branch of the learning sciences concerned with studying how people can learn together with the help of computers. As we will see in this essay, such a simple statement conceals considerable complexity. The interplay of learning with technology turns out to be quite intricate. The inclusion of collaboration, computer mediation, and distance education has problematized the very notion of learning and called into question prevailing assumptions about how to study it.
DATE:
TEAM MEMBERS: Gerry Stahl Timothy Koschmann Dan Suthers
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
DATE:
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
DATE:
TEAM MEMBERS: Denise Bressler
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
DATE:
TEAM MEMBERS: Gaea Leinhardt Kevin Crowley
resource research Media and Technology
Years before encountering their first formal science lessons in elementary school, children may already be practicing scientific thinking on a weekly, if not daily, basis. In one recent survey, parents reported that their kindergartners engaged, on average, in more than 300 informal science education activities per year - watching science television shows, reading science-oriented books, and visiting museums and zoos (Korpan, Bisanz, Bisanz, Boehme, & Lynch, 1997). This strikes us as a lot, but it is likely to pale in comparison to what young children may experience five years from now
DATE:
TEAM MEMBERS: Kevin Crowley Jodi Galco
resource research Media and Technology
This theoretical paper attempts to make the case for the use of narrative (i.e., fictional written text) in science education as a way of making science meaningful, relevant and accessible to the public. Grounded in literature pointing to the value of narrative in supporting learning and the need to explore new modes of communicating science, this paper explores the use of narrative in science education. More specifically, in this paper we explore the question: What is narrative and what are its necessary components that may be of value to science education? In answering this question we
DATE:
TEAM MEMBERS: Lucy Avraamidou Jonathan Osborne
resource research Media and Technology
The purpose of this study was to investigate how two female students participated in science practices as they worked in a multimedia case-based environment: interpreting simulated results, reading and writing multiple texts, role-playing, and Internet conferencing. Using discourse analysis, the following data were analyzed: students' published web posters, Internet conferencing logs between American and Zimbabwean university students, and a focus group interview. Three constructs supported the development of these students' identities in practice: (a) multimedia cases creating emotional
DATE:
TEAM MEMBERS: Hosun Kang Mary Lundeberg