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resource project Media and Technology
This project will create a new educational tool for river awareness in the United States through a mobile device application called Raindrop. Raindrop traces the flow of water from the user's home location to a downstream watershed location. Raindrop is part of a larger installation named FLOW (Can You See the River?), which joins the cognitive power of science with the affective power of the arts by creating virtual and physical spaces for river awareness in the White River watershed in Indianapolis, IN. In addition to the flow path, Raindrop functionality includes watershed context and physical marker mapping, flow path water quality indicators, utilization of NOAA weather feeds and alerts, weather and climate comparisons, storm event size implications, and guidance on watershed restoration actions. Artist-designed physical markers are strategically located in the watershed to direct the virtual user to physical areas of interest.
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TEAM MEMBERS: timothy carter
resource research Media and Technology
Among the most interesting aspects of the changes in the media ecosystem a leading role is played by the impact of digital and networking technologies on the ways news reports are built. In this Jcom commentary, the issues of the relationship between digital storytelling and professional news production will focus on science journalism. The commentary will deal with theoretical reflections and practical examples of innovative experiences in which different narration methods were exploited for scientific information.
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TEAM MEMBERS: Nico Pitrelli
resource research Media and Technology
Museum visits can be more enjoyable to small groups if they can be both social and educational experiences. One very rewarding aspect of a visit, especially those involving small groups such as families, is the unmediated group discussion that can ensue during a shared cultural experience. We present a situated, mobile museum system that delivers an hour-long drama to museum visitors. It perceives and analyzes group behavior, uses the result to dynamically deliver coordinated dramatic narrative presentations about the nearby museum exhibit, with the expected result of stimulating group
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TEAM MEMBERS: Charles Callaway Oliviero Stock Elyon Dekoven Kinneret Noy Yael Citron Yael Dobrin
resource project Media and Technology
Funded jointly by the Institute of Museum and Library Services (IMLS) and the MacArthur Foundation, in partnership with the and Association of Science-Technology Centers (ASTC) and Urban Libraries Council (ULC), Learning Labs in Libraries and Museums supports the planning and design of 24 learning labs in libraries and museums nationwide. The inaugural cohort of 12 sites ran from January 2012 to June 2013, and a second cohort of 12 additional sites began in January 2013 and will extend through June 2014. In addition to the primary awardees, most grants included additional institutional partners, resulting in a rich community including over 100 professionals from approximately 50 participating organizations (libraries, museums, universities, and community-based organizations). The labs are intended to engage middle- and high-school youth in mentor-led, interest-based, youth-centered, collaborative learning using digital and traditional media. Inspired by YOUmedia, an innovative digital space for teens at the Chicago Public Library, as well as innovations in science and technology centers, projects participating in Learning Labs are expected to provide prototypes for the field based on current research about digital media and youth learning, and build a "community of practice" among the grantee institutions and practitioners interested in developing similar spaces.
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TEAM MEMBERS: Association of Science-Technology Centers Margaret Glass Amy Eshelman Korie Twiggs
resource project Media and Technology
FETCH with Ruff Ruffman is a daily half-hour PBS television series with accompanying Web and outreach activities targeted to 6- to 10-year olds. The program brings science learning to young children by uniquely blending live-action with animation, game show convention with reality programming, and humor with academics. The intended impacts are to 1) help the target audience develop interest, knowledge and skills necessary to do science; 2) train afterschool leaders to better facilitate science activities with kids; and 3) demonstrate how media can be used to teach substantive science and share the results of project evaluation with others in the field. The requested funds will allow the project to expand the science curriculum with 20 new half-hour episodes and expand the Web site, focusing on three new science themes that highlight topics of interest to this age group. The Web site will include four new science-based Web games that will allow kids to create and post content of their own design and contribute to nationwide data collection. A new FETCH Online Training resource will be created to help afterschool leaders to effectively engage in FETCH's hands-on science activities. American Institutes for Research (AIR) will conduct summative evaluation of the Online Training program.
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TEAM MEMBERS: Kate Taylor
resource project Media and Technology
The University of Central Florida Media Convergence Laboratory, New York Hall of Science, and the Queens Museum of Art are developing a 3-D, multi-user virtual environment (MUVE) of the 1964/65 New York World's Fair. Virtual fairgoers of all ages will be immersed in an accurately modeled historical world with more than 140 pavilions on science, technology, engineering, and mathematics (STEM) disciplines and an array arts and humanities exhibits. The virtual world can be freely explored through self-designed avatars, and avatar-led guided tours. Discovery Points throughout the virtual environment will afford opportunities for in-depth engagement in STEM topics that will empower participants to explore the broader consequences of technological innovations. The centerpiece of user-generated content is FutureFair, an area where online users can create and share their personal visions of the future. Interconnections reaches beyond its virtual component through its partnership with the New York Hall of Science and the Queens Museum of Art, which are both situated in the heart of Queens in Flushing Meadows Corona Park, a 1255 acre urban park that hosted the 1939/1940 and 1964/65 Fairs. The New York Hall of Science will provide face-to-face youth workshops that employ problem-based learning. Single and multi-session programs will connect adolescents to STEM content presented at the Fair through the virtual world environment. Participants will create multimedia content for inclusion in the project's website. Multi-touch interactive stations at the Queens Museum of Art will enhance their NY World's Fair Exhibit Hall by empowering visitors to individually or collectively explore various STEM topics and the symbiotic relationships between STEM and the humanities, and by serving as an attractor for visitors to the online Fair exploration. The project will be completed in time for the 50th Anniversary celebration of the 1964 World's Fair. Building upon prior research on learning in virtual worlds, the project team will investigate how STEM concepts are advanced in a simulated multi-user virtual environment and studying the effectiveness of using Virtual Docents as enhancements to the informal learning process. The research and development deliverables have strong potential to advance the state of informal science education, research on modeling and simulation in virtual world development, and education research. Michigan Technological University will conduct the project formative and summative evaluations.
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TEAM MEMBERS: Lori Walters Michael Moshell Charles Hughes Eileen Smith
resource project Media and Technology
FETCH with Ruff Ruffman, produced by WGBH, is a daily half-hour PBS television series with accompanying Web and outreach activities targeted to 6- to 10-year olds. The program brings science learning to young children by uniquely blending live-action with animation, game show convention with reality programming, and humor with academics. The intended impacts of this new season are to 1) help the target audience, especially girls and minorities, develop an interest, knowledge and skills necessary to do science; 2) help kids develop the math skills and knowledge necessary to solve science and engineering problems; and 3) bring FETCH's unique brand of informal science learning to camps across the country. The requested funds will allow the project to expand the science curriculum with 20 new half-hour episodes and expand the Web site, focusing on three new science themes that highlight topics of interest to this age group: "Animal Universe," "Science of Art," and "Adventure Science." The Web site will include four new science-based Web games that will allow kids to create and post content of their own design and interact with other FETCH fans online. In addition, funds will support new educational resources for camps, including a Camp FETCH Guide. The project will continue to work with the project's established collaborators like the Boys and Girls Clubs, Girl Scouts of America, and YMCA, as well expand the outreach via new partnerships with the Center for Summer Learning at Johns Hopkins University and the American Camp Association. Christine Andrews Paulsen & Associates (CAPA) will conduct summative evaluation of both the television show and the Camp FETCH Guide.
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TEAM MEMBERS: Kate Taylor
resource project Media and Technology
Universal BEATS developed by The Music Research Institute at the University of North Carolina at Greensboro, North Carolina State University's Department of Mathematics, Science, and Technology Education, and NCSU's Kenan Institute for Engineering, Technology, and Science improved elementary education by developing instructional resources for 2nd-5th grade students that infuse cutting-edge content from the emerging field of biomusic into standards-based elementary science and music curricula. The approach used the musical sounds of nature to help students learn concepts in biology, physical science, and anthropology.
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TEAM MEMBERS: patricia gray Eric Wiebe David Teachout Sarah Carrier