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resource research Afterschool Programs
Researchers from the Center for Informal Learning and Schools (CILS), Learning in Informal and Formal Environments (LIFE) Center and two other centers recently published LOST Learning Opportunities: Learning about Out-of-School Time.  The book, published by Springer, addresses conceptual, methodological, and empirical issues related to studying learning in everyday and afterschool settings. Primarily written for researchers, LOST Learning Opportunities includes chapters on what math looks like in everyday family settings, how science is positioned in afterschool, how children's learning and
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TEAM MEMBERS: Bronwyn Bevan Philip Bell Reed Stevens Aria Razfar
resource research Afterschool Programs
Find out how afterschool and summer learning can support student success in the Expanding Minds and Opportunities compendium, released by The Expanded Learning & Afterschool Project. This collection of nearly 70 articles includes reports, studies, opinion commentaries, and examples of best practices makes the case that opportunities in out-of-school time learning can have positive impacts on youth development—including in STEM.
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TEAM MEMBERS: Terry Peterson
resource research Afterschool Programs
The Afterschool Alliance, a Washington, D.C. based advocacy group for out of school learning, has released a highly anticipated report on outcomes for youth in STEM after school programs. The report is the result of a 10-month study funded by the S.D. Bechtel, Jr. Foundation and the Noyce Foundation, of afterschool providers from around the country that were surveyed on “appropriate and feasible” outcomes for STEM learning in afterschool settings. The survey results were organized into a framework of outcomes, indicators, and sub-indicators that demonstrate how afterschool contributes to
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TEAM MEMBERS: Anita Krishnamurthi
resource research Professional Development, Conferences, and Networks
Horizon Research, Inc. has recently completed the fifth in a series of national surveys funded by the National Science Foundation. The most recent survey “was designed to provide up-to-date information and to identify trends in the areas of teacher background and experience, curriculum and instruction, and the availability and use of instructional resources.” 
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TEAM MEMBERS: Eric Banilower P. Sean Smith Iris Weiss Kristen Malzahm Kiira Campbell Aaron Weis
resource research Community Outreach Programs
The 2012 Science Festival Alliance Annual Report is now available. This first-of-its-kind document provides a snapshot of activity for the SFA and its members in 2012, and it paints quite a striking picture. With 13 SFA member festivals (membership has grown since!) reporting on the over 1,600 events they produced in 2012 the numbers add up quickly. How many of these events drew more that 1,000 visitors? What percent of attendees gave the events evaluated positive ratings? Read on to find out, and notice that certain sections of the report, such as our list of a few festival news stories, are
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TEAM MEMBERS: John Durant
resource research Media and Technology
The March 12-13, 2007 workshop at NSF on informal science education evaluation brought together a distinguished group of experts to discuss how impact categories might be best applied to various types of informal learning projects. This publication is an outcome of that meeting. The authors have strived to make the sections as helpful as possible given the primary focus of this workshop on project impacts. It should be viewed as part of an ongoing process to improve the ways in which evaluation can most benefit ISE projects, NSF, and the field. The publication is intended to help those
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resource research Media and Technology
Finger-based touch input has become a major interaction modality for mobile user interfaces. However, due to the low precision of finger input, small user interface components are often difficult to acquire and operate on a mobile device. It is even harder when the user is on the go and unable to pay close attention to the interface. In this paper, we present Gesture Avatar, a novel interaction technique that allows users to operate existing arbitrary user interfaces using gestures. It leverages the visibility of graphical user interfaces and the casual interaction of gestures. Gesture Avatar
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TEAM MEMBERS: Hao Lü Yang Li
resource research Media and Technology
Multi-Touch technology provides a successful gesture based Human Computer Interface. The contact and gesture recognition algorithms of this interface are based on full hand function and, therefore, are not accessible to many people with physical disability. In this paper, we design a set of command-like gestures for users with limited range and function in their digits and wrist. Trajectory and angle features are extracted from these gestures and passed to a recurrent neural network for recognition. Experiments are performed to test the feasibility of gesture recognition system and determine
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TEAM MEMBERS: Yu Yuan Ying Liu Kenneth Barner
resource research Media and Technology
This paper explores the interactive possibilities enabled when the barrel of a digital pen is augmented with a multi-touch sensor. We present a novel multi-touch pen (MTPen) prototype and discuss its alternate uses beyond those of a standard stylus, such as allowing new touch gestures to be performed using the index finger or thumb and detecting how users grip the device as a mechanism for mode switch-ing. We also discuss the hardware and software implemen-tation challenges in realizing our prototype, and showcase how one can combine different grips (tripod, relaxed tripod, sketch, wrap) and
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TEAM MEMBERS: Jim Spadaccini Hyunyoung Song Hrvoje Benko Francois Guimbretiere Shahram Izadi Xiang Cao Ken Hinckley
resource research
In this paper we describe two projects that utilize reality-based interaction to advance collaborative scientific inquiry and discovery. We discuss the relation between reality-based and embodied interaction, and present findings from an experimental study that illustrate benefits of reality-based tabletop interaction for collaborative inquiry-based learning.
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TEAM MEMBERS: Orit Shaer
resource research Media and Technology
New mobile devices with large multi-touch displays, such as the iPad, have brought revolutionary changes to ways users interact with computers. Instead of traditional input devices such as keyboards, touchpads and mice, multi-touch gestures are used as the primary means of interacting with mobile devices. Surprisingly, body-motion gestures are evolving to become a new, natural, and effective way for game players to interact with game consoles in a very similar fashion: in Kinect for Xbox 360, a controller-free gaming experience is made possible by using body-motion gestures to play games.
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TEAM MEMBERS: Yuan Feng Zimu Liu Baochun Li
resource evaluation
Direct-touch interaction on mobile phones revolves around screens that compete for visual attention with users‟ real-world tasks and activities. This paper investigates the impact of these situational impairments on touch-screen interaction. We probe several design factors for touch-screen gestures, under various levels of environmental demands on attention, in comparison to the status-quo approach of soft buttons. We find that in the presence of environmental distractions, ges-tures can offer significant performance gains and reduced attentional load, while performing as well as soft buttons
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TEAM MEMBERS: Andrew Bragdon Eugene Nelson Yang Li Ken Hinckley