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resource research Media and Technology
In this paper we discuss our approach to designing two public exhibitions, where our goal has been that of facilitating and supporting visitors' own contributions to the exhibits. The approach behind our work sees the role of technology that is supporting people's experiences of heritage as moving away from delivery of information, and towards enabling visitors to create the content of the exhibit. This approach is aimed at encouraging active reflection, discussion and appropriation, in the tradition of human-centred interaction design. In the paper we present two installations, "Re-Tracing
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TEAM MEMBERS: Luigina Ciolfi Liam Bannon Mikael Fernstrom
resource research Media and Technology
This study compared grandparent-grandchild groups who experienced an informal science exhibition by visiting a museum or by visiting a website. Although intergenerational learning is often the focus of visitor research, few studies have focused specifically on grandparents as an audience. Do they have unique intergenerational needs that museums and websites are not yet supporting? Do they find museums and websites to be good places to learn alongside their grandchildren? Our findings suggested that grandparents prefer museums as locations for intergenerational learning because the museum
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resource research Media and Technology
The current study compared 90 older adult-child pairs in three different informal settings that focused on the topic of heart health: a museum, the web, and an educational workshop. Pre/post interviews showed that learning in the museum and web was more similar than learning in the workshop condition. Participants learned more about prevention in the workshop, and systems in the museum and web. In addition, older adults in the museum and workshop, reported that they would learn more in the company of children, while older adults would prefer to learn alone while on the web. These findings have
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resource research Media and Technology
While we should celebrate our success at evolving many vital aspects of the human-technology interactive experience, we question the scope of this progress. Step back with us for a moment. What really matters? Everyday life spans a wide range of emotions and experiences -- from improving productivity and efficiency to promoting wonderment and daydreaming. But our research and designs do not reflect this important life balance. The research we undertake and the applications we build employ technology primarily for improving tasks and solving problems. Our claim is that our successful future
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TEAM MEMBERS: Eric Paulos Tom Jenkins August Joki Parul Vora
resource research Media and Technology
The use of the term virtual is commonly associated with the idea of an extension of reality. Similarly, the expression virtual museum is usually adopted to mean a process of duplication of a physical museum and its objects, enabled by information technologies. Therefore, virtual museum has become a useful synonym for multimedia products or Web sites capable of providing new and fresh experiences of a specific museum and its heritage. However, in order to understand and explore further opportunities, profound reflection is necessary. We need to question and investigate the contemporary role of
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TEAM MEMBERS: Elisa Giacardi
resource project Media and Technology
An IMLS (Institute of Museum and Library Services) National Leadership project with University of California Museum of Paleontology (lead), Yale Peabody Museum of Natural History, Museum of the Earth and University of Kansas Natural History Museum to create a tree portal website with learning research, curriculum material and guides on how to effectively use and teach about the tree of life for teachers and museum professionals.
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TEAM MEMBERS: University of California-Berkeley Teresa MacDonald Roy Caldwell Anna Thanukos Lisa White David Heiser Robert Ross
resource research Media and Technology
Open collaborative authoring systems such as Wikipedia are growing in use and impact. How well does this model work for the development of educational resources? In particular, can volunteers contribute materials of sufficient quality? Could they create resources that meet students’ specific learning needs and engage their personal characteristics? Our experiment explored these questions using a novel web-based tool for authoring worked examples. Participants were professional teachers (math and non-math) and amateurs. Participants were randomly assigned to the basic tool, or to an enhanced
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TEAM MEMBERS: Turadg Aleahmad Vincent Alevan Robert Kraut
resource research Media and Technology
The work described in this white paper was undertaken in direct response to information WNET received from science museums describing certain challenges they face when partnering with public television stations on outreach initiatives. The PBS Series THE HUMAN SPARK provided the perfect opportunity to explore better ways to collaborate on large-scale initiatives, and to learn how these collaborations might provide the framework for attracting new audiences, increasing membership and revenue, and developing long-lasting partnerships.
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TEAM MEMBERS: Robin Cannito
resource research Media and Technology
This white paper lays out an expanded vision for “public media 2.0” that places engaged publics at its core, showcasing innovative experiments from its “first two minutes,” and revealing related trends, stakeholders, and policies. Public media 2.0 may look and function differently, but it will share the same goals as the projects that preceded it: educating, informing, and mobilizing its users.
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TEAM MEMBERS: Jessica Clark Patricia Auferheide
resource research Media and Technology
This report is intended to provide guidance for policy makers on the use of computer games for learning. It is a concise summary of the main debates around games and learning. It identifies significant ambiguities or evidential absences that should be considered in any serious attempt to understand the role of computer games in children's learning and recommends potential activities to address these absences.
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TEAM MEMBERS: Ben Williamson
resource research Media and Technology
This report focuses on the use of games as resources to support the educational aims, objectives, and planned outcomes of teachers who understand that games are an important medium in contemporary culture and young people's experiences. The report provides an assessment of game-based learning in UK schools. It is intended to test out the hype and enthusiasm for using games in education and to identify a sensible rationale and practical strategies for teachers to try out games in the classroom.
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TEAM MEMBERS: Ben Williamson
resource research Media and Technology
This report is intended to provide guidance for policy-makers on the use of digital technologies to support learning in families. It draws on a research project conducted by Futurelab and funded by Becta on 'Learning in families with digital technologies'. It identifies significant gaps, challenges and opportunities for policy developments to support and enhance the outcomes of learning in families
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TEAM MEMBERS: Lyndsay Grant