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resource research Media and Technology
There is a growing commitment within science centres and museums to deploy computer-based exhibits to enhance participation and engage visitors with socio-scientific issues. As yet however, we have little understanding of the interaction and communication that arises with and around these forms of exhibits, and the extent to which they do indeed facilitate engagement. In this paper, we examine the use of novel computer-based exhibits to explore how people, both alone and with others, interact with and around installations. The data are drawn from video-based field studies of the conduct and
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TEAM MEMBERS: Robin Meisner Dirk vom Lehn Christian Heath Alex Burch Ben Gammon Molly Reisman
resource research Media and Technology
The current world research agenda is comprehensive. The results of many studies and experiments in which scientists are currently engaged will undoubtedly have profound impacts on the lives of citizens in developed and developing nations. Yet few people even know what research is being conducted, much less understand why it is being done and what the potential implications may be. This is a critical shortcoming of our public information system. Given the frenetic pace of science research in multi-disciplinary fields, it is increasingly vital that the public be made aware of new findings in a
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TEAM MEMBERS: Hyman Field Patricia Powell
resource research Media and Technology
This study demonstrates that a medical crisis is a strong motivator for adult free choice learning online.
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TEAM MEMBERS: Suzanne Dickerson Amber Reinhart Thomas Feeley Rakesh Bidani Ellen Rich Vinod Garg Charles Hershey
resource research Media and Technology
Adolescents often pursue learning opportunities both in and outside school once they become interested in a topic. In this paper, a learning ecology framework and an associated empirical research agenda are described. This framework highlights the need to better understand how learning outside school relates to learning within schools or other formal organizations, and how learning in school can lead to learning activities outside school. Three portraits of adolescent learners are shared to illustrate different pathways to interest development. Five types of self-initiated learning processes
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TEAM MEMBERS: Brigid Barron
resource research Media and Technology
The drawing of 'outlines' can be shown to be dependent upon the bounding edge aspect of visual cognition, which is a principal means of discerning 'identity' from other features of experience in the visual field. Visual 'signatures' can be noticed when using techniques for the scientific visualization of data. Using examples from an ongoing art-science project between the Faculty of Arts and Architecture (Brighton) and the Meteorology Dept at the University of Reading, the paper will explore the boundary between the 'rational' and the subjective, and between the representation of knowledge and
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TEAM MEMBERS: Chris Rose
resource research Media and Technology
There is a movement afoot to turn the acronym STEM—which stands for science, technology, engineering, and mathematics—into STEAM by adding the arts. Science educators have finally begun to realize that the skills required by innovative STEM professionals include arts and crafts thinking. Visual thinking; recognizing and forming patterns; modeling; getting a "feel" for systems; and the manipulative skills learned by using tools, pens, and brushes are all demonstrably valuable for developing STEM abilities. And the National Science Foundation and the National Endowment for the Arts have gotten
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TEAM MEMBERS: Robert Root-Bernstein Michele Root-Bernstein
resource research Media and Technology
Building on and extending existing research, this article proposes a 4-phase model of interest development. The model describes 4 phases in the development and deepening of learner interest: triggered situational interest, maintained situational interest, emerging (less-developed) individual interest, and well-developed individual interest. Affective as well as cognitive factors are considered. Educational implications of the proposed model are identified.
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TEAM MEMBERS: Suzanne Hidi K. Ann Renninger
resource research Media and Technology
This chapter draws attention to the self-regulatory skills that students use in informal learning settings. Formal and informal learning settings are defined as complementary learning environments and it is pointed out that students differ with respect to the learning environments they find conducive to learning. It is suggested that the goals students set for themselves when learning in an informal learning context are different from the goals they set for themselves in a formal learning context. Furthermore, it is speculated that students attend to different clues and select different self
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TEAM MEMBERS: Monique Boekaerts Alexander Minnaert
resource research Media and Technology
The development of interactive, participatory, multisensory environments that combine the physical with the virtual comes as a natural continuation to the computer game industry's constant race for more exciting user experiences. Specialized theme parks and various other leisure and entertainment centers worldwide are embracing the interactive promise that games have made users expect. This is not a trend limited to the entertainment domain;non-formal learning environments for children are also following this path, backed up by a theoretical notion of play as a core activity in a child's
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TEAM MEMBERS: Maria Roussou
resource research Media and Technology
The authors of this article discuss three pedagogical approaches, learning community, community of practice and community learning, and analyse their significance for knowledge acquisition and construction in higher education. The authors also explore the roles of technology in creating adequate environments for educators to implement teaching practices supported by these approaches and explain, through an illustrative course example, how technology and teaching methods can be used together to promote interaction among learners and help them achieve course goals.
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TEAM MEMBERS: Erping Zhu Danilo Baylen
resource research Media and Technology
Sage is a robot that has been installed at the Carnegie Museum of Natural History as a full-time autonomous member of the staff. Its goal is to provide educational content to museum visitors in order to augment their museum experience. This paper discusses all aspects of the related research and development. The functional obstacle avoidance system, which departs from the conventional occupancy grid-based approaches, is described. Sage's topological navigation system, using only color vision and odometric information, is also described. Long-term statistics provide a quantitative measure of
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TEAM MEMBERS: Illah Nourbakhsh Judith Bobenage Sebastien Grange Ron Lutz Roland Meyer Alvaro Soto
resource research Media and Technology
College students (in Experiment 1) and 7th-grade students (in Experiment 2) learned how to design the roots, stem, and leaves of plants to survive in 8 different environments through a computer-based multimedia lesson. They learned by interacting with an animated pedagogical agent who spoke to them (Group PA) or received identical graphics and explanations as on-screen text without a pedagogical agent (Group No PA). Group PA outperformed Group No PA on transfer tests and interest ratings but not on retention tests. To investigate further the basis for this personal agent effect, we varied the
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TEAM MEMBERS: Roxana Moreno Richard Mayer Hiller Spires James Lester