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resource project Media and Technology
The National Oceanic and Atmospheric Administration (NOAA) and the Exploratorium began an exciting long-term alliance in 2009 to present climate and ocean sciences to the public. NOAA’s mission is to understand and predict changes in climate, weather, and coasts using cutting-edge research and high-tech instrumentation, and to share its knowledge with others. Teaming up with the Exploratorium enables NOAA to explore new methods of communicating its work using the creativity and educational expertise of the museum. The partnership involves codeveloping exhibits, online media, public programs, and research about learning, and it also provides professional development opportunities for NOAA scientists. Some examples of partnership projects include the Scientists-in-Residence Program, the Wired Pier Project, the Deep-Water Dock at the Piers, and the Okeanos Explorer exhibit.
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TEAM MEMBERS: Exploratorium Michelle Mileham
resource evaluation Media and Technology
Tornado Alley is a giant screen adventure that follows renegade filmmaker Sean Casey and the scientists of VORTEX2, the largest tornado research project ever assembled, on their epic missions to encounter one of Earth’s most awe-inspiring events: the birth of a tornado. Program components included the giant screen film; a Web site; educators’ guides and resources for classroom and informal learning; and professional development sessions utilizing cyberinfrastructure to facilitate remote interactions between educators and researchers performing actual data manipulations. In addition, an
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TEAM MEMBERS: Giant Screen Films Deborah Raksany
resource evaluation Media and Technology
QUEST is a unique cross-platform science journalism collaborative that creates and distributes content for radio, television, interactive, and education audiences. The project collaborative comprises six leading public media providers representing markets across the country: KQED (San Francisco), Nebraska Educational Television (NET) and Radio, UNC-TV (North Carolina), WVIZ/ideastream (Cleveland), Wisconsin Public TV (WPT) and Radio, and KCTS (Seattle). QUEST is built on the success of the local, cross-editorial QUEST model, in which professionals from multiple disciplines--radio, television
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TEAM MEMBERS: Scott Burg
resource research Media and Technology
In this chapter we present and discuss the results and reflections based on our recent developments and experiences in Europe and in Asia regarding how novel educational design patterns, mobile technologies and software tools can be combined to enhanced learning. We propose and recommend possible directions for the design of future educational activities and technological solutions that can support seamless learning. To the end, we discuss how the notion of seamless learning could be used to tackle some of the challenges our educational systems are facing in connection to the introduction of
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TEAM MEMBERS: Marcelo Milrad Lung-Hsiang Wong Mike Sharples Gwo-Jen Hwang Hiroaki Ogata
resource research Media and Technology
This article takes a critical look at three pervasive urban legends in education about the nature of learners, learning, and teaching and looks at what educational and psychological research has to say about them. The three legends can be seen as variations on one central theme, namely, that it is the learner who knows best and that she or he should be the controlling force in her or his learning. The first legend is one of learners as digital natives who form a generation of students knowing by nature how to learn from new media, and for whom “old” media and methods used in teaching/learning
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TEAM MEMBERS: Paul Kirschner Jeroen van Merrienboer
resource research Media and Technology
Today educational activities take place not only in school but also in after-school programs, community centers, museums, and online communities and forums. The success and expansion of these out-of-school initiatives depends on our ability to document and assess what works and what doesn’t in informal learning, but learning outcomes in these settings are often unpredictable. Goals are open-ended; participation is voluntary; and relationships, means, and ends are complex. This report charts the state of the art for learning assessment in informal settings, offering an extensive review of the
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TEAM MEMBERS: Jay Lemke Robert Lecusay Michael Cole Vera Michalchik
resource research Media and Technology
Mobile Media Learning shares innovative uses of mobile technology for learning in a variety of settings. From camps to classrooms, parks to playgrounds, libraries to landmarks, Mobile Media Learning shows that exciting learning can happen anywhere educators can imagine. Join these educator/designers as they share their efforts to amplify spaces as learning tools by engaging learners with challenges, quests, stories, and tools for investigating those spaces.
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TEAM MEMBERS: Seann Dikkers John Martin Bob Coulter
resource research Media and Technology
Click! Urban Adventure Game was a mixed-reality role-playing game where girls worked in teams to solve a fictional mystery based on a real-world issue, using technology and science to conduct their investigation. In this article we describe the design of the experience and present evidence that the game increased girls’ confidence, interest, and knowledge of science and technology and helped to build a community of support and conversation-centred learning for girls. This example has implications for the design of informal learning experiences that bridge interest and identity with science and
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TEAM MEMBERS: Lauren Giarratani Anujah Parikh Betsy DiSalvo Karen Knutson Kevin Crowley
resource project Media and Technology
"Ongoing collaboration-wide IceCube Neutrino Observatory Education and Outreach efforts include: (1) Reaching motivated high school students and teachers through IceCube Masterclasses; (2) Providing intensive research experiences for teachers (in collaboration with PolarTREC) and for undergraduate students (NSF science grants, International Research Experience for Students (IRES), and Research Experiences for Undergraduates (REU) funding); and (3) Supporting the IceCube Collaboration’s communications needs through social media, science news, web resources, webcasts, print materials, and displays (icecube.wisc.edu). The 2014 pilot IceCube Masterclass had 100 participating students in total at five institutions. Students met researchers, learned about IceCube hardware, software, and science, and reproduced the analysis that led to the discovery of the first high-energy astrophysical neutrinos. Ten IceCube institutions will participate in the 2015 Masterclass. PolarTREC teacher Armando Caussade, who deployed to the South Pole with IceCube in January 2015, kept journals and did webcasts in English and Spanish. NSF IRES funding was approved in 2014, enabling us to send 18 US undergraduates for 10-week research experiences over the next three years to work with European IceCube collaborators. An additional NSF REU grant will provide support for 18 more students to do astrophysics research over the next three summers. At least one-third of the participants for both programs will be from two-year colleges and/or underrepresented groups. "
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TEAM MEMBERS: Jim Madsen Silvia Bravo Gallart
resource research Media and Technology
Scratch is a “media-rich programming environment” recently developed by MIT’s Media Lab that “lets you create your own animations, games, and interactive art.” Although Scratch is intended to “enhance the development of technological fluency [among youths] at after-school centers in economically disadvantaged communities,” we find remarkable potential in this programming environment for higher education as well. We propose Scratch as a first language for first-time programmers in introductory courses, for majors and non-majors alike. Scratch allows students to program with a mouse
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TEAM MEMBERS: David Malan Henry Leitner
resource research Media and Technology
This paper describes a platform for sharing programmable media on the web called ScratchR. As the backbone of an on-line community of creative learners, ScratchR will give members access to an audience and inspirational ideas from each other. ScratchR seeks to support different states of participation: from passive consumption to active creation. This platform is being evaluated with a group of middle-school students and a larger community of beta testers.
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TEAM MEMBERS: Andres Monroy-Hernandez
resource research Media and Technology
The focus of this paper is to turn our attention to the arts as an understudied area within the computer-supported collaborative learning community and examine how studying the learning of arts and programming can open new avenues of research. We document, describe, and analyze urban youths’ media arts practices within the context of the design studio, particularly by focusing on how collaboration, computation, and creativity play out within this context. We utilize a mixed methods design that draws upon three approaches: (1) participant observations; (2) media arts object analyses; and (3)
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai