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resource research Media and Technology
To date, the major emphasis of educational technology researchers has been the development and use of educational technologies within school settings. Noticeably absent has been research and considerations that focus on the home as a computer-based learning environment and potential connections between school and home learning. Given the increasing prevalence of computers in homes, the authors argue for an explicit research focus on the various ways that computers in homes can be used to create rich learning environments or extend school-based learning environments. To that end, this article
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TEAM MEMBERS: Yasmin Kafai Barry Fishman Amy Bruckman Saul Rockman
resource research Media and Technology
This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining digital fluency – the competencies, new representational practices, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design, evaluate, critique, synthesize, and develop digital media artifacts, communication messages, or other electronic expressions. A primary goal of this paper is to identify promising perspectives through which learning is conceptualized, and to share the
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TEAM MEMBERS: Sherry Hsi
resource research Media and Technology
This poster was shared at the 2014 AISL PI meeting, August 20-22. It describes the goals and early (pre-award) work on the GrACE project. This project aims to teach computational thinking and fostering computer science attitude change among middle school students through a procedurally generated puzzle game.
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TEAM MEMBERS: Northeastern University Gillian Smith Casper Harteveld
resource project Media and Technology
Northeastern University will design, test, and study GrACE, a procedurally generated puzzle game for teaching computer science to middle school students, in partnership with the Northeastern Center for STEM Education and the South End Technology Center. The Principal Investigators will study the effect of computer generated games on students' development of algorithmic and computational thinking skills and their change of perception about computer science through the game's gender-inclusive, minds-on, and collaborative learning environment. The teaching method has potential to significantly advance the state of the art in both game-based learning design and yield insights for gender-inclusive teaching and learning that could have broad impact on advancing the field of computer science education. Development and evaluation of GrACE will consist of two, year-long research phases, each with its own research question. The first, design and development, phase will focus on how to design a gender-inclusive, educational puzzle game that fosters algorithmic thinking and positive attitude change towards computer science. The content generator will be created using Answer Set Programming, a powerful approach that involves the declarative specification of the design space of the puzzles. The second phase will be an evaluation that studies, by means of a mixed-methods experimental design, the effectiveness of incorporating procedural content generation into an educational game, and specifically whether such a game strategy stimulates and improves minds-on, collaborative learning. Additionally, the project will explore two core issues in developing multiplayer, collaborative educational games targeted at middle school students: what typical face-to-face interactions foster collaborative learning, and what gender differences exist in how students play and learn from the game. The project will reach approximately 100 students in the Boston area, with long-term goals of reaching students worldwide, once the game has been tested with a local audience. Results of the project will yield a new educational puzzle game that can teach algorithmic thinking and effect attitude change regarding computer science. Through the process of creating a gender-inclusive game to teach computer science, it will provide guidelines for future educational game projects. Beyond these individual project deliverables, it will improve our understanding of the potential for procedural content generation to transform education, through its development of a new technique for generating game content based on supplying educational objectives.
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TEAM MEMBERS: Northeastern University Gillian Smith Casper Harteveld
resource project Media and Technology
Informal Community Science Investigators (iCSI) creates a network of four geographically diverse informal science institutions working together on strategies to engage youth ages 10-13 through location based augmented reality (AR) games played on smartphones. These high-interest, kid-friendly games will be used by families visiting the institutions and by youth who enroll in more intensive summer camp programs. Using AR games, participants will engage in playful but scientifically-grounded investigations drawing on each institution's research, exhibits, and natural spaces. For example, a botanical garden might engage young visitors through AR games with themes related to native and invasive species, while a zoo might create a game experience focusing on illegal wildlife trade. Participants in the iCSI summer camp program will have more intensive experiences, including work with the host institution's scientists, opportunities to develop original augmented reality games, and experiences with game-related service learning and citizen science programs. For both target groups (families and campers), the location specific games build understanding of both the institution's mission and the broader realm of scientific research and application. The project will test the notion of participants as "learner hero," the link between game play and the individual's development of competency, autonomy and the relationship to real world experience, in this case through community action on the subject of the game developed. To that end, participants will be encouraged to extend their involvement through related investigations on site and participation in community activities and projects that can be done at home. Social media tools such as Facebook and web sites managed by the host institutions will provide recognition for this extended engagement, helping participants maintain ties to the program. Additionally, program resources provide assistance to adult family members in nurturing and sustaining youth interest in STEM activities and careers. A major effort of the project will be development of a new software infrastructure called TaleBlazer for the augmented reality game that will enable teachers and students to develop their own game that incorporates real data collection and scientific model building. The new platform will enhance the game play platform MITAR developed with NSF funding.
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TEAM MEMBERS: Robert Coulter Eric Klopfer
resource research Media and Technology
This research explores how to support collaborative learning practices when science museum visitors employ their own personal mobile devices as Opportunistic User Interfaces (O-UIs) to manipulate a simulation-based museum exhibit. The sophisticated graphical capabilities of modern mobile devices have the potential to distract visitors, a phenomenon known as the heads-down effect. To study the impact of O-UI design on collaboration, a highly-dynamic "complex" O-UI was contrasted against more simplistic, "remote-control" OUI design, in the context of a cancer-treatment simulation. As expected
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TEAM MEMBERS: Leilah Lyons
resource research Media and Technology
Digital information and communication technologies (ICTs) are novelty tools that can be used to facilitate broader involvement of citizens in the discussions about science. The same tools can be used to reinforce the traditional top-down model of science communication. Empirical investigations of particular technologies can help to understand how these tools are used in the dissemination of information and knowledge as well as stimulate a dialog about better models and practices of science communication. This study focuses on one of the ICTs that have already been adopted in science
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TEAM MEMBERS: Inna Kouper
resource research Media and Technology
There is a growing commitment within science centres and museums to deploy computer-based exhibits to enhance participation and engage visitors with socio-scientific issues. As yet however, we have little understanding of the interaction and communication that arises with and around these forms of exhibits, and the extent to which they do indeed facilitate engagement. In this paper, we examine the use of novel computer-based exhibits to explore how people, both alone and with others, interact with and around installations. The data are drawn from video-based field studies of the conduct and
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TEAM MEMBERS: Robin Meisner Dirk vom Lehn Christian Heath Alex Burch Ben Gammon Molly Reisman
resource research Media and Technology
Adolescents often pursue learning opportunities both in and outside school once they become interested in a topic. In this paper, a learning ecology framework and an associated empirical research agenda are described. This framework highlights the need to better understand how learning outside school relates to learning within schools or other formal organizations, and how learning in school can lead to learning activities outside school. Three portraits of adolescent learners are shared to illustrate different pathways to interest development. Five types of self-initiated learning processes
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TEAM MEMBERS: Brigid Barron
resource research Media and Technology
The development of interactive, participatory, multisensory environments that combine the physical with the virtual comes as a natural continuation to the computer game industry's constant race for more exciting user experiences. Specialized theme parks and various other leisure and entertainment centers worldwide are embracing the interactive promise that games have made users expect. This is not a trend limited to the entertainment domain;non-formal learning environments for children are also following this path, backed up by a theoretical notion of play as a core activity in a child's
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TEAM MEMBERS: Maria Roussou
resource research Media and Technology
Sage is a robot that has been installed at the Carnegie Museum of Natural History as a full-time autonomous member of the staff. Its goal is to provide educational content to museum visitors in order to augment their museum experience. This paper discusses all aspects of the related research and development. The functional obstacle avoidance system, which departs from the conventional occupancy grid-based approaches, is described. Sage's topological navigation system, using only color vision and odometric information, is also described. Long-term statistics provide a quantitative measure of
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TEAM MEMBERS: Illah Nourbakhsh Judith Bobenage Sebastien Grange Ron Lutz Roland Meyer Alvaro Soto
resource research Media and Technology
The Jackprot is a didactic slot machine simulation that illustrates how mutation rate coupled with natural selection can interact to generate highly specialized proteins. Conceptualized by Guillermo Paz-y-Miño C., Avelina Espinosa, and Chunyan Y. Bai (New England Center for the Public Understanding of Science, Roger Williams University and the University of Massachusetts, Dartmouth), the Jackprot uses simplified slot-machine probability principles to demonstrate how mutation rate coupled with natural selection suffice to explain the origin and evolution of highly specialized proteins. The
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TEAM MEMBERS: New England Center for the Public Understanding of Science Avelina Espinosa Guillermo Paz-y-Mino-C