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resource project Media and Technology
Journey into Space (JIS) is designed to improve student, educator, and general public understanding of earth/space science and its relationship to NASA goals and objectives through the use of a traveling GeoDome (inflatable planetarium) and engaging supporting programming at The Journey Museum. The Museum collaborates with area colleges, school districts, K-12 educators, youth serving organizations, astronomical affiliations, and others. The overall goal of JIS is to improve student, educator, and general public understanding of STEM and its relationship to NASA goals and objectives. JIS objectives are: 1) To increase student and public interest and awareness in STEM areas; 2) To increase student interest in pursuing STEM careers; 3) To improve teacher knowledge of NASA related science; 4) To increase teacher comfort level and confidence in teaching NASA related science in their classrooms; 5) To increase collaboration between informal and formal science educators; 6) To increase student and public understanding of Plains Indians ethno astronomy; and 7) To increase museum visitors’ interest and understanding of NASA related science. The Museum produced 2 films (“Cradle of Life”, “Looney Moons”) that are offered daily, 4 recurring monthly programs (Final Frontier Friday, Amazing Science, SciGirls that became Science Explorer’s Club, and Black Hills Astronomical Society meetings), summer robotics classes and teachers’ workshops, annual Earth Science Day, in addition to the GeoDome programming that has toured the region including presentations in the three poorest counties in the United States. The ethno-astronomy is underway in partnership with Oglala Lakota College and South Dakota Space Grant Consortium.
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TEAM MEMBERS: Peg Christie
resource project Media and Technology
Curious Scientific Investigators (CSI): Flight Adventures immerses children and families in science, technology, engineering, and math (STEM) disciplines. Launched in February 2012, the project supports NASA’s Aeronautics Research Mission Directorate (ARMD), focusing on “innovative ideas to convey the fundamentals of flight, flight technology, and NASA’s role in aeronautics.” The project’s audience includes youth ages 6-18 and the Museum’s more than 1 million annual visitors of all ages. The project’s lead agency, The Children’s Museum of Indianapolis (Museum), developed and implemented the project in Indianapolis in partnership with the Academy of Model Aeronautics and NASA Dryden Flight Research Center. The project’s goals focus on inspiring children and families to develop an interest in STEM concepts and learn about NASA’s role in science and aeronautics research and the evolution of flight, and on engaging and educating them through inquiry-based programs that facilitate understanding of STEM concepts and knowledge and NASA’s contributions to flight. Centered on an original Multimedia Planetarium Show on flight, Flight Adventures, the Museum designed several components, all of which complement the show and the messages it conveys. Among these components are an exhibit area composed of a movable wind tunnel, a display of models, low- and high-tech interactives; a Unit of Study; a TV show, Wings Over Indiana; a website; and a variety of educational and family programs.
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TEAM MEMBERS: Jennifer Pace-Robinson Gordon Schimmel
resource research Media and Technology
Millions of children visit virtual worlds every day. In such virtual play spaces as Habbo Hotel, Toontown, and Whyville, kids chat with friends from school, meet new people, construct avatars, and earn and spend virtual currency. In Connected Play, Yasmin Kafai and Deborah Fields investigate what happens when kids play in virtual worlds, how this matters for their offline lives, and what this means for the design of educational opportunities in digital worlds. Play is fundamentally important for kids’ development, but, Kafai and Fields argue, to understand play in virtual worlds, we need to
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TEAM MEMBERS: Yasmin Kafai Deborah Fields
resource research Media and Technology
Increasing evidence suggests that individuals develop their understanding of science concepts in and out of school, using varied community resources and networks. Thus in contrast to historic research approaches that focus exclusively on single organizations and/or educational events, the current paper presents exploratory research in which we utilized specific community ecology analytical tools and approaches to describe and analyze the UK science education community as a whole. Data suggest that overall the UK science education community is highly interconnected and collaborative within
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TEAM MEMBERS: John H Falk Lynn Dierking Jonathan Osborne Matthew Wenger emily dawson Billy Wong
resource research Media and Technology
The authors use existing data from videos and field notes to analyze the effects of TV viewing on children as they are watching a program. They present a case study of two siblings to demonstrate their interactions, finding that children display complex reasoning practices while watching TV, but only under certain conditions and with certain types of social support.
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TEAM MEMBERS: Pryce Davis Reed Stevens
resource project Media and Technology
Climate Change Education produced climate change educational experiences for both professional and general public audiences. In particular, the Science Museum of Minnesota (SMM), in collaboration with NASA Goddard Institute for Space Studies (GISS), University of Minnesota’s Institute on the Environment, and the University of Wisconsin’s Cooperative Institute for Meteorological Satellite Studies (CIMSS), developed new content for SMM’s Earth Buzz online network, developed a climate change educational program for middle and high school teachers, invited audiences of policy- and decision-makers to SMM for climate change discussions, and recruited and mentored a climate change team of high school students through SMM’s Kitty Andersen Youth Science Center. The project goals were to increase the awareness and understanding in target audiences that (1) human activities are now surpass natural processes as driving forces of atmospheric change, (2) the behavior of Earth's atmosphere in the 21st Century will be increasingly determined by humans, and (3) human ingenuity is the key to adapting to and mitigating the climate changes underway. Highlights of the project included organizing and hosting the October 26-28, 2011 City of Saint Paul Climate Change Adaptation Scenario Planning Workshop, which catalyzed climate resilience as a city planning priority, organizing and hosting with Morris A. Ward, Inc. the October 5-6, 2012 Climate Change Science for Minnesota Broadcast Meteorologists workshop which brought together local TV and radio meteorologists with some of the best climate scientists in the U.S., helping to organize and host on November 7, 2013 the State of Minnesota’s first conference devoted exclusively to climate change adaptation, and the adoption by the museum of a public statement on climate change (www.smm.org/climatechange). The project endures although the grant has concluded through the continued delivery of the museum’s Climate Changed outreach program to a wide array of audiences and through the museum’s continued involvement with the many partnerships established during the Climate Change Education project, as exemplified by the museum working with the City of Saint Paul and Macalester College on an upcoming St. Paul Neighborhood Climate Adaptation Workshop and a Worldwide Views on Climate and Energy event (climateandenergy.wwviews.org/).
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TEAM MEMBERS: Paul Martin
resource research Media and Technology
This short video entitled "Urban Science for the Hip-Hop Generation: The Documentary" provides an overview of a research program led by Chris Emdin of Teacher's College in NYC. Professor Emdin has designed a science program that builds on students' cultural and personal resources to engage students in STEM learning from a position of familiarity and strength. This is a powerful example of making STEM culturally relevant to students as a way to engage and excite them in learning.
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TEAM MEMBERS: Christopher Emdin
resource research Media and Technology
One of the most recent additions to the range of Immersive Virtual Environments has been the digital fulldome. However, not much empirical research has been conducted to explore its potential and benefits over other types of presentation formats. In this review we provide a framework within which to examine the properties of fulldome environments and compare them to those of other existing immersive digital environments. We review the state-of-the-art of virtual reality technology, and then survey core areas of psychology relevant to experiences in the fulldome, including visual perception
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TEAM MEMBERS: Simone Schnall Craig Hedge Ruth Weaver
resource research Media and Technology
The National Science Foundation (NSF) has funded a number of informal STEM programs that provide funding for media producers, including public television (TV) stations, to provide children’s STEM programming in out-of-school-time (OST) settings. These projects typically include a children's TV series (animated or not) aired on the Public Broadcasting Service (PBS), plus resources such as hands-on activity guides, educator toolkits, and other materials that can be used to support STEM learning in OST settings. This paper explores the lessons learned from seven such programs and their respective
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TEAM MEMBERS: Christine Paulsen
resource research Media and Technology
A program that teaches middle-school Latinas to program their own computer games seeks ways of overcoming the growing shortfall of both Latinos and women in IT education and careers.
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TEAM MEMBERS: Jill Denner Steve Bean Jacob Martinez
resource research Media and Technology
A youth media program called Youthscapes not only helps participants combat negative stereotypes of urban teens, but also gives them a sense of group solidarity that enables them to function as responsible media producers when they venture out into the community.
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TEAM MEMBERS: Linda Charmaraman
resource research Media and Technology
In stories about democratic society that take place in a democratically structured environment, Youth Radio walks the fine line between professional journalism and youth development in ways that question the automatic equation between "youth voice" and freedom of expression.
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TEAM MEMBERS: Elisabeth Soep