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resource project Media and Technology
The scientific community is challenged by the need to reach out to students who have traditionally not been attracted to engineering and the sciences. This project would provide a link between the University of Michigan and the teachers and students of secondary education in the State of Michigan with an initial emphasis on southeast Michigan, through the creation of a range of computer services which will provide interactive access to current weather and climate change information. Taking advantage of a unique computer network capacity within the State of Michigan named MichNet which provides local phone ports in virtually every major city in the state, and the resources available to the university community via the University Corporation for Atmospheric Research (UCAR) UNIDATA program, this project would provide secondary schools with access to a state-of-the-art interactive weather information system. The real-time data available via the system, supplemented by interactive computer modules designed in collaboration with earth science teachers, will provide animated background information on a range of climate and weather related topics. While the principal objective of this project will be to provide educationally stimulating interactive computer systems and electronic weather and climate modules for application in inner city Detroit and its environs, the unique nature of the available computer networking will allow virtually every school system in the state to have access. Subsequently successful completion of this project could eventually make the same systems available to other cities and states.
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TEAM MEMBERS: Perry Samson
resource project Media and Technology
In concert with the overall strategy of the Advancing Informal STEM Learning (AISL) program to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments, Principal Investigators from Oregon State University, University of Idaho, and University of Texas at Dallas, will study a range of data in online social networks to identify evidence of the long-term impact of informal STEM education. Tracking informal learners over time to understand the impact of informal learning experiences has been a longstanding, daunting, and elusive challenge. Now, with massive amounts of data being shared and stored online, education researchers have an unprecedented opportunity to study such data and apply data analytics and visualization technologies to identify the long-term, cascading effects of informal STEM learning. Research findings will inform the design and development of a data-analysis tool for use by education practitioners to improve STEM learning experiences online, through television and film, and at informal education institutions. An independent external critical review board of learning scientists, computer scientists, engineers, informal STEM education practitioners, participating partners, broadcast media professionals, and policymakers, will ensure a robust evaluation of the research and effectiveness and utility of the data analysis tool to improve practice. A summary report for the field will be written on the scientific and practical reliability and validity of the research and data-analysis model, and the value of the work for audiences beyond informal STEM education practitioners and policymakers. The research is contemporaneously relevant, advancing innovative use of data-mining and data-analysis processes to better understand how informal learners communicate STEM learning experiences and interact with STEM content over time, across a range of social networks. Investigators will research: 1) whether learners who engage in informal STEM education experiences further their learning through discussions and sharing of information in social media networks, 2) which types of data are present in social media that are relevant for understanding the cascading impacts of learning over time, and 3) how learning may evolve independently within shared social networks, which, if discovered, could provide a predictive computational model with implications for significant impact across both formal and informal education. Investigators will employ existing and modified data crawlers to search for key terms and phrases, assess spikes and deformations in posts, queries, and blogs, and experiment with their test data to find which types or configurations of keywords or search terms deliver the most reliable and accurate results. A variety of formats will be explored to test various strategies with participating partners and practitioners. Data will be visualized to represent the following dimensions of learning: a) Interest/Affect, b) Recommendations, c) Understanding/Knowledge-Seeking, and d) Deeper Engagement.
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TEAM MEMBERS: John H Falk Hasan Jamil Kang Zhang
resource project Media and Technology
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
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TEAM MEMBERS: Michael Horn
resource research Media and Technology
Educators in informal science are exploring data visualization as a way to involve learners in analyzing and interpreting data. However, designing visualizations of data for learners can be challenging, especially when the visualizations show more than one type of data. The Ainsworth three-part DeFT framework can help practitioners design multiple external representations to support learning.
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TEAM MEMBERS: Lisa Sindorf Joyce Ma
resource project Media and Technology
The objective of this project is to extend the concept of crowdsourcing in citizen science to the interaction design of the organization as well as to data collection. Distributed technologies offer new opportunities for conducting scientific research on a larger scale than ever before by enabling distributed collaboration. Virtual organizations that use distributed technologies in scientific organizations have primarily focused on how dedicated, professional scientists collaborate and communicate. More recently a rapidly increasing number of citizen science virtual organizations are being formed. Citizen scientists participate in scientific endeavors and typically lack formal credentials, do not hold professional positions in scientific institutions, and bring diversity of knowledge and expertise to projects and challenges. They participate in scientific endeavors related to their personal scientific interests and create new challenges for the design of virtual organizations. In terms of intellectual merit, the project will make three specific contributions: a new interaction design for collecting biodiversity data within a nature park, a model for crowdsourcing the design of an social computing approach to citizen science, and an analysis of the impact of crowdsourcing the design on motivating participation in collecting biodiversity data. Interactive tabletop computers will be placed in two nature parks so that the design of the citizen science environment can be embedded in a park experience and engage the public in understanding more about their parks, in data collection, and develop a personal commitment to environmental sustainability issues. In terms of broader impacts, the project provides three types of impact: research training by including graduate students, broad public dissemination to enhance scientific understanding of biodiversity, and benefits to society through association with the Aspen Center for Environmental Studies (ACES) and Encyclopedia of Life (EOL).
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TEAM MEMBERS: Mary Lou Maher Tom Yeh Jennifer Preece
resource research Media and Technology
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal and informal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and
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TEAM MEMBERS: Utah State University Victor Lee
resource project Media and Technology
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.
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TEAM MEMBERS: Ezra Sidran
resource project Media and Technology
Educators from K-12 and higher education are collaborating on a new school of the future projects involving humanoid robots and other forms of robots and student and teacher productivity tools. We are working in the areas of STEAM Plus. (science, technology, engineering, visual and performing arts, mathematics, computer languages and foreign languages) All team members will share their action research results through a traveling exhibition to all twelve public libraries in the city of Long Beach, California. Kids Talk Radio through its Backpack Science, Journalism, and Backpack Robotics programs will create video and audio podcasts of the action research and share findings over the Internet with schools, libraries and museums around the world.
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TEAM MEMBERS: Super School Software Bob Barboza Walter Martinez
resource research Media and Technology
This is the first report in a series on game “impact types.” We begin with the problem. Our field needs a better way to talk about impact — a deeper conversation that is more fundamentally inclusive and multi-disciplinary, yet still evidence-based. This report is a first step, revealing the basic fragmentation and documenting its harm. Not just beginners, but our best journals and public awards can inadvertently overlook full categories of impact, and disagree on what evidence looks like. Creativity is too easily and unhealthily pitted against impact design. Even the language of “double-blind
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TEAM MEMBERS: Benjamin Stokes Nicole Walden Gerad O'Shea Francesco Nasso Giancarlo Mariutto Asi Burak
resource project Media and Technology
This RAPID proposal was submitted in response to the NSF Dear Colleague letter soliciting proposals related to research addressing the Ebola challenge. The PBS NewsHour will produce 8 Television reports and Web coverage of scientists, engineers, mathematicians, and computer and technology experts as they apply their knowledge to tackling the Ebola virus. The programs will be distributed nationally through PBS, the NewsHour website, and multiple social media channels reaching a large national audience. The public needs to be kept informed about the research into Ebola in a way that is understandable to a broad general audience. Current news reports focus primarily on the immediate crisis of the victims and medical personnel while less so on the science of Ebola. The NewsHour programs will instead help people learn about the non-medical, non-clinical care research that can help lead to solutions about Ebola; information that may also be applicable to similar diseases. The videos and web content will show and explain the scientific work being done by some of the leading scientists, engineers, computer experts and big data gatherers. These researchers' stories and work will be told in ways that will be engaging to a large and diverse audience, increasing their knowledge of the scientific, engineering, and mathematical/computer data/modeling work that is critical to solving the Ebola crisis. The PBS NewsHour has significant reach through its nightly national broadcasts, its website, and its large social media following. Over 300 PBS stations broadcast the program each week night reaching 1.4 million people (11% African American and 51% female). The website has 3.8 million unique visitors and there are 575,000 Twitter followers. In addition over 1.5 million registered teachers use the PBS NewsHour educational materials. The videos and transcripts will be consolidated on the NewsHour website where they will exist permanently providing a resource for the public and researchers.
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TEAM MEMBERS: Patti Parson
resource project Media and Technology
This cooperative agreement will support a program of targeted outreach, professional development and national visibility for libraries and museums as important, community-based venues for student/youth game development and STEM learning. IMLS will provide financial support amounting to $100,000 for work over the Project period of January 1, 2013 to December 31, 2013. as part of this key learning and development phase, we will conduct activities including targeted outreach, professional development, youth workshops, national promotion and documentation/evaluation.
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TEAM MEMBERS: Michael Levine
resource project Media and Technology
On behalf of the Sun'aq Tribe of Kodiak, the SEALibrary (Sun'aq Ecological Archives and Library) will undertake a project to enhance access to information on Kodiak ecology and Alutiiq heritage while serving as a bridge between tribal members, researchers, and regulators. It will collect, preserve, and disseminate valuable local and traditional ecological knowledge with the goal of protecting the ecological resources of the region. It will create a local storehouse of knowledge accessible both in-house and online, including not only local knowledge but also legal notices and impact assessments from naval military exercises, hazardous waste cleanup, changes to fishing regulations, and threats to local food security. This comprehensive project will include document management training, policy and electronic database systems implementation, preservation planning, archives assessment, and cross-cultural outreach services.
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TEAM MEMBERS: Thomas Lance