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resource research Media and Technology
This poster presents an outline of the Setting the Agenda for Giant Screen Research workshop held September 18, 2013. It will be presented at the 2014 AISL PI Meeting in Washington, DC.
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TEAM MEMBERS: Giant Screen Cinema Association Mary Nucci
resource evaluation Media and Technology
The Baltimore Museum of Art (BMA) contracted Randi Korn & Associates, Inc. (RK&A) to evaluate Go Mobile, a mobile website designed to help visitors deepen their Museum experience through audio, video, and links to related works. The main objective of this study was to explore the quality of visitors’ experiences with Go Mobile to inform future development of Go Mobile. How did we approach this study? The BMA recruited 26 volunteer participants primarily through the BMA’s Facebook page. Participants were asked to spend one hour at the Museum: 30 minutes using Go Mobile in the BMA’s Contemporary
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TEAM MEMBERS: Baltimore Museum of Art Randi Korn
resource research Media and Technology
The National Science Education Standards [National Research Council (1996) National science education standards. Washington, DC: National Academy Press] recommend that students understand the apparent patterns of motion of the sun, moon and stars by the end of early elementary school. However, little information exists on students’ ability to learn these concepts. This study examines the change in students’ understanding of apparent celestial motion after attending a planetarium program using kinesthetic learning techniques. Pre- and post-interviews were conducted with participants from seven
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TEAM MEMBERS: Pennsylvania State University Julia Plummer
resource research Media and Technology
The Jackprot is a didactic slot machine simulation that illustrates how mutation rate coupled with natural selection can interact to generate highly specialized proteins. Conceptualized by Guillermo Paz-y-Miño C., Avelina Espinosa, and Chunyan Y. Bai (New England Center for the Public Understanding of Science, Roger Williams University and the University of Massachusetts, Dartmouth), the Jackprot uses simplified slot-machine probability principles to demonstrate how mutation rate coupled with natural selection suffice to explain the origin and evolution of highly specialized proteins. The
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TEAM MEMBERS: New England Center for the Public Understanding of Science Avelina Espinosa Guillermo Paz-y-Mino-C
resource research Media and Technology
In this study our goal is to conduct a "connective ethnography" that focuses on how gaming expertise spreads across a network of youth at an after-school club that simultaneously participates in a multi-player virtual environment (MUVE). We draw on multiple sources of information: observations, interviews, video recordings, online tracking and chat data, and hundreds of hours of play in the virtual environment of Whyville ourselves. By focusing on one particular type of insider knowledge, called teleporting, we traced youth learning in a variety of online and offlien social contexts, both from
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TEAM MEMBERS: Yasmin Kafai Deborah Fields
resource research Exhibitions
Several instruments have been developed to assess student images of scientists, but most require children to respond in writing. Since not all children can respond appropriately to written instruments. Chambers (1983) developed the Draw-A-Scientist Test (DAST) in which children's drawings are rated according to particular characteristics present or absent in the drawings, allowing researchers to determine the images of scientists children hold. In order to improve the objectivity and interrater reliability of this means of assessment, the authors built upon Chambers' study to develop a
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TEAM MEMBERS: Kevin Finson John Beaver Bonnie Cramond
resource research Media and Technology
The concern with a "digital divide" has been transformed from one defined by technological access to technological prowess--employing technologies for more empowered and generative uses such as learning and innovation. Participation in technological fluency-building activities among high school students in a community heavily involved in the technology industry was investigated in a study of 98 high school seniors enrolled in AP-level calculus. Findings indicated substantial variability in history of fluency-building experiences despite similar levels of access. More and less experienced
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TEAM MEMBERS: Brigid Barron
resource research Media and Technology
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9–12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating elementary schools and after-school centers to travel through virtual spaces to perform educational activities, talk with other users and mentors, and build virtual personae. Our work has involved an agenda and process that may be called socially
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TEAM MEMBERS: Sasha Barab Michael Thomas Tyler Dodge Robert Carteaux Hakan Tuzun
resource research Media and Technology
Design-based research is a collection of innovative methodological approaches that involve the building of theoretically-inspired designs to systematically generate and test theory in naturalistic settings. Design-based research is especially powerful with respect to supporting and systematically examining innovation. In part, this is due to the fact that conducting design-based research involves more than examining what is. It also involves designing possibilities and then evolving theories within real-world contexts. In this article we share the historical development of three outcomes of
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TEAM MEMBERS: Sasha Barab Anne Arici Craig Jackson
resource research Media and Technology
The Situating Hybrid Assemblies in Public Environments (SHAPE) project within the European Disappearing Computer initiative has explored how emerging ubiquitous technologies can support museum visiting experiences. SHAPE has designed hybrid artifacts that support visitors manipulating phisical and digital material in a visible and interesting manner.
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TEAM MEMBERS: Liam Bannon Steve Benford John Bowers Christian Heath
resource research Media and Technology
A critical review of the epistemological foundations of free-choice learning (FCL) theory was undertaken to evaluate how this theory treats knowledge, whatever importance we might attach to it. It is argued here that free-choice learning has great promise yet would benefit from theoretical adjustments that modify Vygotsky’s learning theory by using Dewey’s pragmatic epistemological theories. It is suggested that the concept of intramental knowledge in free-choice learning needs to be grounded on Dewey’s pragmatic conceptions of knowledge, in order to valorise the learner’s own knowledge, and
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TEAM MEMBERS: Ronald Meyers
resource research Media and Technology
An important challenge in urban science education is finding ways to engage all students in the learning of science. However, research in this area has consistently shown that around middle school student engagement in science wanes. Using critical ethnographic methods this study reveals how students cultivate a sense of ownership in an informal science video project. Student ownership of what they they learn plays an important role in how they engage in the learning environment. In this study ownership is characterized by five themes, and the notion of student ownership science is challenged
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TEAM MEMBERS: Tara O'Neill Angela Calabrese Barton