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resource research Media and Technology
This article presents an overview of what we know about two perspectives, coined instructionist and constructionist, to games for learning. The instructionists, accustomed to thinking in terms of making instructional educational materials, turn naturally to the concept of designing instructional games. Far fewer people have sought to turn the tables: by making games for learning instead of playing games for learning. Rather than embedding "lessons" directly in games, constructionists have focused their efforts on providing students with greater opportunities to construct their own games and to
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TEAM MEMBERS: Yasmin Kafai
resource research Media and Technology
The aim of this research was to investigate the way in which parents of Grade One learners in a traditionally black school facilitate learning to help their children acquire mathematical skills and knowledge in mathematics, and also to help them become confidently involved in and give meaning to mathematics learning in Grade One. A questionnaire, which was compiled after an intensive literature study, was administered and semi-structured interviews were held. Data were analysed quantitatively and qualitatively, and it became evident that the parents of Grade One learners in the school used for
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TEAM MEMBERS: I. Eloff J.G. Maree L.H. Miller
resource research Media and Technology
The use of mobile devices for informal learning has gained attention over recent years. Museum learning is also regarded as an important research topic in the field of informal learning. This study explored a blended mobile museum learning environment (BMMLE). Moreover, this study applied three blended museum learning modes: (a) the traditional museum visit accompanied by a learning website, (b) paper-based learning sheets used during museum visits accompanied by a learning website, and (c) an interactive mobile learning system used during museum visits accompanied by a learning website (i.e
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TEAM MEMBERS: Huei-Tse Hou Sheng-Yi Wu Peng-Chun Lin Yao-Ting Sung Jhe-Wei Lin Kuo-En Chang
resource research Media and Technology
Informal participation in science is being recognized as an important way of developing science learning both for children and adults. Mobile learning has particular properties that have potential in informal science settings, particularly outside traditional educational settings. Mobile technologies provide new opportunities for learners to engage with science on the move. This paper reviews the impact of participation in informal science settings on some members of the public using the experiences of the iSpot project as a case study. iSpot aims to create and inspire a new generation of
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TEAM MEMBERS: Eileen Scanlon Will Woods Doug Clow
resource research Media and Technology
The authors describe a study of programs to deepen families' scientific inquiry practices in a science museum setting. The programs incorporated research-based learning principles from formal and informal educational environments. In a randomized experimental design, two versions of the programs, called inquiry games, were compared to two control conditions. Inquiry behaviors were videotaped and compared at pretest and posttest exhibits. Family members were also interviewed about their perceptions and use of the inquiry games. Results indicated that visitors who learned the inquiry games
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resource research Media and Technology
3D interactive virtual reality museum exhibits should be easy to use, entertaining, and informative. If the interface is intuitive, it will allow the user more time to learn the educational content of the exhibit. This research deals with interface issues concerning activating audio descriptions of images in such exhibits while the user is navigating. Five methods for activating audio descriptions were implemented and evaluated to find the most effective. These range roughly on a passive- active continuum. With the more passive methods, an audio explanation was triggered by simple proximity to
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TEAM MEMBERS: Briana Sullivan Colin Ware Matthew Plumlee
resource research Media and Technology
A multimodal semiotic approach is applied in this chapter to three examples to illustrate how the use of digital technology in museums and galleries can re-mediated the visitor experience (Jewitt, 2009; Kress, 2009). The examples are selected to expand upon the themes raised in Chapter X. They each explore different technologies, contexts and purposes and to illustrate the successful use of digital technology in exhibitions, galleries, or interventions: 1. You Tube and Flickr: The Weather Project by Olafur Eliasson at the Tate Modern Museum; 2. Interactive artefacts, virtual tours and Websites
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TEAM MEMBERS: Carey Jewitt
resource research Media and Technology
The article discusses the significance of student's participation in a wireless, handheld field trip in the U.S. It is a program that comprises of a mix of podcasts, student multimedia creation, Web research and interviewing, designed by the Harvard Graduate School of Education. The innovation is vital to students' learning because it will allow them to interact with museum exhibits in a guided yet exploratory way and to increase both the amount of time students spend at exhibits and the depth of engagement with each exhibit. It revealed that in a museum setting, the technology can be used to
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TEAM MEMBERS: Aliece Weller John Bickar Paul McGuiness
resource research Media and Technology
The purpose of this paper is to present a conceptual framework for initiatives focused on supporting learning across settings in the domains of science, technology, engineering, and mathematics (STEM). The conceptual framework emerges from ecological perspectives on learning that suggest a need to consider how learning develops across settings, through a range of supportive interactions and relationships (Barron, 2006; Bronfenbrenner, 1979). The framework presents initial design principles for organizing learning opportunities that connect people to practices in multiple settings. It also
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TEAM MEMBERS: Bill Penuel Tiffany Lee Bronwyn Bevan
resource research Media and Technology
The effect of humor on retention of information was examined. The planetarium at COSI, Ohio's Center of Science & Industry in Columbus, was the source of the study. General public museum visitors were the subjects. A total of 495 adult subjects, ages 18 and older, were involved. Subjects were presented with one of two versions of a 15-minute taped general astronomy show. The two versions were identical except that one had humorous inserts. The humor in the humorous version was related to and integrated with the educational material and was presented at a fast pace. Humor was placed every 90
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TEAM MEMBERS: Martin Fisher
resource research Media and Technology
Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our
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TEAM MEMBERS: Michael Horn Erin Solovey R. Jordan Crouser Robert Jacob
resource research Media and Technology
The development and use of the Web by science-technology museums, mass media, and other informal science learning resource centers to enable remote public access to their resources and expand their educational outreach programs has grown enormously over the past decade. Similarly, many "open source" learning and education portals are rapidly growing into major free global lifelong learning resources. At the same time, U.S. student achievement in science in middle and high schools continues to be lag far behind that of students in many developed countries, and many American K-8 science teachers
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TEAM MEMBERS: Ted Kahn