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resource project Media and Technology
The Department of Computer Science and Engineering and DO-IT IT (Disabilities, Opportunities, Internetworking and Technology) at the University of Washington propose to create the AccessComputing Alliance for the purpose of increasing the participation of people with disabilities in computing careers. Alliance partners Gallaudet University, Microsoft, the NSF Regional Alliances for Persons with Disabilities in STEM (hosted by the University of Southern Maine, New Mexico State University, and UW), and SIGACCESS of the Association for Computing Machinery (ACM) and collaborators represent stakeholders from education, industry, government, and professional organizations nationwide.

Alliance activities apply proven practices to support persons with disabilities within computing programs. To increase the number of students with disabilities who successfully pursue undergraduate and graduate degrees, the alliance will run college transition and bridge, tutoring, internship, and e-mentoring programs. To increase the capacity of postsecondary computing departments to fully include students with disabilities in coursers and programs, the alliance will form communities of practice, run capacity-building institutes, and develop systemic change indicators for computing departments. To create a nationwide resource to help students with disabilities pursue computing careers and computing educators and employers, professional organizations and other stakeholders to develop more inclusive programs and share effective practices, the alliance will create and maintain a searchable AccessComputing Knowledge Base of FAQs, case studies, and effective/promising practices.

These activities will build on existing alliances and resources in a comprehensive, integrated effort. They will create nationwide collaborations among individuals with disabilities, computing professionals, employers, disability providers, and professional organizations to explore the issues that contribute to the underrepresentation of persons with disabilities and to develop, apply and assess interventions. In addition, they will support local and regional efforts to recruit and retain students with disabilities into computing and assist them in institutionalizing and replicating their programs. The alliance will work with other Alliances and organizations that serve women and underrepresented minorities to make their programs accessible to students with disabilities. Finally they will collect and publish research and implementation data to enhance scientific and technological understanding of issues related to the inclusion of people with disabilities in computing.
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TEAM MEMBERS: Richard Ladner Libby Cohen Sheryl Burgstahler William McCarthy
resource research Media and Technology
This article introduces a study on the websites of several European public research institutions that aims at identifying the science communication model chosen and implemented online with the purpose of reaching different target publics. The analytical approach takes into account a number of indicators: from the institutional identity to the scientific features, from the interactive services to the internationalisation level, in order to evaluate whether the web provides an added value in the adopted communication model and in building a relation with the users. Lights and shades emerge from
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TEAM MEMBERS: Laura Massoli
resource project Media and Technology
The University of Massachusetts Lowell and Machine Science Inc. propose to develop and to design an on-line learning system that enables schools and community centers to support IT-intensive engineering design programs for students in grades 7 to 12. The Internet Community of Design Engineers (iCODE) incorporates step-by-step design plans for IT-intensive, computer-controlled projects, on-line tools for programming microcontrollers, resources to facilitate on-line mentoring by university students and IT professionals, forums for sharing project ideas and engaging in collaborative troubleshooting, and tools for creating web-based project portfolios. The iCODE system will serve more than 175 students from Boston and Lowell over a three-year period. Each participating student attends 25 weekly after-school sessions, two career events, two design exhibitions/competitions, and a week-long summer camp on a University of Massachusetts campus in Boston or Lowell. Throughout the year, students have opportunities to engage in IT-intensive, hands-on activities, using microcontroller kits that have been developed and classroom-tested by University of Massachusetts-Lowell and Machine Science, Inc. About one-third of the participants stay involved for two years, with a small group returning for all three years. One main component for this project is the Handy Cricket which is a microcontroller kit that can be used for sensing, control, data collection, and automation. Programmed in Logo, the Handy Cricket provides an introduction to microcontroller-based projects, suitable for students in grades 7 to 9. Machine Science offers more advanced kits, where students build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science offers more advanced kits, which challenge students to build electronic circuits from their basic components and then write microcontroller code in the C programming language. Machine Science's kits are intended for students in grades 9 to 12. Microcontroller technology is an unseen but pervasive part of everyday life, integrated into virtually all automobiles, home appliances, and electronic devices. Since microcontroller projects result in physical creations, they provide an engaging context for students to develop design and programming skills. Moreover, these projects foster abilities that are critical for success in IT careers, requiring creativity, analytical thinking, and teamwork-not just basic IT skills.
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TEAM MEMBERS: Fred Martin Douglas Prime Michelle Scribner-MacLean Samuel Christy
resource research Media and Technology
In this article we report assessment results from two studies in an ongoing design experiment intended to provide a single school system with a sequence of secondary school level (ages 14–18) computer technology courses. In our first study, we share data on students’ learning as a function of the required introductory course and their pre-course history of technological experience. In order to go beyond traditional assessments of learning we assessed two aspects of students’ “ learning ecologies”: their use of a variety of learning resources and the extent to which they share their knowledge
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TEAM MEMBERS: Brigid Barron Caitlin Martin Eric Roberts
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
As mobile devices are increasingly merging into our daily lives, exhibition services are also facing innovation based on the newly available technologies. Our project addresses these new circumstances. We developed a mobile exhibition guide for the exhibition called "Mrs Brown's Big Day Out: Hamilton Women in the 1950s". That is organized by the Waikato Museum. The proposed system re-uses the TIP (Tourist Information Provider) system's framework and provides information via mobile devices to visitors on Victoria Street, which is an outdoor part of the exhibition. The information about a sight
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TEAM MEMBERS: Jingyu Chen
resource research Media and Technology
Museums are blogging. At this writing, over 50 museum-administered blogs exist worldwide, while still more write about museums. Some blogs even focus their content specifically on the topic of museum blogging. However, museum blogging is still largely untouched in accessible professional or museological literature, save for articles on how museums can begin blogging and strategies they can employ to boost the visibility of their blog online. While useful, these articles fall under museum practice and rarely acknowledge museum theory. From a museological perspective, it is important to
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TEAM MEMBERS: Lynn Bethke
resource project Media and Technology
This collaborative project aims to establish a national computational resource to move the research community much closer to the realization of the goal of the Tree of Life initiative, namely, to reconstruct the evolutionary history of all organisms. This goal is the computational Grand Challenge of evolutionary biology. Current methods are limited to problems several orders of magnitude smaller, and they fail to provide sufficient accuracy at the high end of their range. The planned resource will be designed as an incubator to promote the development of new ideas for this enormously challenging computational task; it will create a forum for experimentalists, computational biologists, and computer scientists to share data, compare methods, and analyze results, thereby speeding up tool development while also sustaining current biological research projects. The resource will be composed of a large computational platform, a collection of interoperable high-performance software for phylogenetic analysis, and a large database of datasets, both real and simulated, and their analyses; it will be accessible through any Web browser by developers, researchers, and educators. The software, freely available in source form, will be usable on scales varying from laptops to high-performance, Grid-enabled, compute engines such as this project's platform, and will be packaged to be compatible with current popular tools. In order to build this resource, this collaborative project will support research programs in phyloinformatics (databases to store multilevel data with detailed annotations and to support complex, tree-oriented queries), in optimization algorithms, Bayesian inference, and symbolic manipulation for phylogeny reconstruction, and in simulation of branching evolution at the genomic level, all within the context of a virtual collaborative center. Biology, and phylogeny in particular, have been almost completely redefined by modern information technology, both in terms of data acquisition and in terms of analysis. Phylogeneticists have formulated specific models and questions that can now be addressed using recent advances in database technology and optimization algorithms. The time is thus exactly right for a close collaboration of biologists and computer scientists to address the IT issues in phylogenetics, many of which call for novel approaches, due to a combination of combinatorial difficulty and overall scale. The project research team includes computer scientists working in databases, algorithm design, algorithm engineering, and high-performance computing, evolutionary biologists and systematists, bioinformaticians, and biostatisticians, with a history of successful collaboration and a record of fundamental contributions, to provide the required breadth and depth. This project will bring together researchers from many areas and foster new types of collaborations and new styles of research in computational biology; moreover, the interaction of algorithms, databases, modeling, and biology will give new impetus and new directions in each area. It will help create the computational infrastructure that the research community will use over the next decades, as more whole genomes are sequenced and enough data are collected to attempt the inference of the Tree of Life. The project will help evolutionary biologists understand the mechanisms of evolution, the relationships among evolution, structure, and function of biomolecules, and a host of other research problems in biology, eventually leading to major progress in ecology, pharmaceutics, forensics, and security. The project will publicize evolution, genomics, and bioinformatics through informal education programs at museum partners of the collaborating institutions. It also will motivate high-school students and college undergraduates to pursue careers in bioinformatics. The project provides an extraordinary opportunity to train students, both undergraduate and graduate, as well as postdoctoral researchers, in one of the most exciting interdisciplinary areas in science. The collaborating institutions serve a large number of underrepresented groups and are committed to increasing their participation in research.
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TEAM MEMBERS: Tandy Warnow David Hillis Lauren Meyers Daniel Miranker Warren Hunt, Jr.
resource project Media and Technology
This project is designed to improve communication between scientists and the public focusing on the role of evidence in science. It is a two-year project that includes: 1) implementing a national survey on the public use of science web sites; 2) conducting a national Science Education Outreach Forum bringing together scientists and informal science educators; 3) implementing workshop sessions at a national conference to disseminate lessons learned from the survey and Forum; and 4) developing a prototype website on the role of evidence that will be evaluated for audience engagement and understanding. This project builds on the Exploratorium's prior NSF-funded project (ESI#9980619) developing innovative strategies using the Internet to link scientists and the public using Webcasts, annotated datasets and interactive web resources. Project collaborators include the Pew Internet and American Life Project, Palmer Station, Scripps Oceanographic Institute, FermiLab and the Society of Hispanic Physicists among others. The research and evaluation of the project has the potential for strategic impact by providing new information and models on how science centers can more effectively use the Internet to improve communication between scientists and the public while engaging learners more effectively.
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TEAM MEMBERS: Robert Semper Melissa Alexander
resource project Media and Technology
Thinking SMART is a comprehensive five-year program that will encourage young women to pursue careers in science, mathematics and technology. The project focuses on girls ages 12-18, and will especially target those who are underserved and underrepresented in the sciences, including girls from diverse backgrounds and persons with disabilities. Key elements include four science/engineering module options, a two-tiered mentoring component, training, resource materials, online activities and an awards program. The modules (Material Girls, Eco Girls, Galactic Girls, Net Girls), focus on engineering, ecology, physics and computer science respectively, and will be aligned with national standards. The modules are implemented during the school year and include weekly programming, a summer camp and a spring "Women in Science and Engineering" conference organized by girls. Weekly meetings are augmented by online activities, in which girls interact with other participants and mentors, publish reports and obtain career information. Additionally, participants who complete all four modules are eligible to become paid mentors for younger participants. Five publications will be produced to support the program, including manuals for mentors (both adults and youth), module activities, a parent guide and a guide for implementation sites on community partnerships. Thinking SMART materials will be developed and piloted tested at eight sites in conjunction with Girls, Inc. affiliates in Nashua, NH, Worcester, MA, Oakridge, TN and Shelbyville, IN, with input from the Society of Women Engineers. Extensive training will also be provided for pilot programs and future dissemination. Finally the E3 Awards Program will motivate implementation sites to create high quality local programs. It is anticipated that more than 1,500 Girls, Inc. affiliates will adopt "Thinking SMART."
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TEAM MEMBERS: Brenda Stegall Janet Stanton Heather Johnston Nicholson Shalonda Murray Joe Martinez
resource project Media and Technology
The "Crafting & Evaluating Interactive Educational Websites" conference will be developed through a collaboration between the Cornell University Laboratory of Ornithology and the Exploratorium. The PIs will develop and host a three-day invitational conference focusing on the practice of interactive web site design, development, evaluation and maintenance intended to achieve or support informal STEM learning. The conference, which will be held in Spring, 2005, will involve 50 individuals with a wide range of expertise who will focus on a variety of issues including audience expectations and abilities, designing for learner outcomes, testing for usability, evaluation tools and accessibility. With regard to intellectual merit, conference attendees will explore challenges and barriers that hinder development of truly interactive web sites and identify best practices and promising models, tools and technologies for encouraging authentic public interaction. Conversations begun at the conference will be extended to a broader audience through development of an online manual, informed by the conference presentations and commentaries, and designed for use by the museum, media and research communities. An interactive Web site developed after the conference will allow Web developers to locate content and ideas for design, and to share new ideas and results of usability studies and evaluations.
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TEAM MEMBERS: Theodore Koterwas
resource project Media and Technology
The "Crafting & Evaluating Interactive Educational Websites" conference will be developed through a collaboration between the Cornell University Laboratory of Ornithology and the Exploratorium. The PIs will develop and host a three-day invitational conference focusing on the practice of interactive web site design, development, evaluation and maintenance intended to achieve or support informal STEM learning. The conference, which will be held in Spring, 2005, will involve 50 individuals with a wide range of expertise who will focus on a variety of issues including audience expectations and abilities, designing for learner outcomes, testing for usability, evaluation tools and accessibility. With regard to intellectual merit, conference attendees will explore challenges and barriers that hinder development of truly interactive web sites and identify best practices and promising models, tools and technologies for encouraging authentic public interaction. Conversations begun at the conference will be extended to a broader audience through development of an online manual, informed by the conference presentations and commentaries, and designed for use by the museum, media and research communities. An interactive Web site developed after the conference will allow Web developers to locate content and ideas for design, and to share new ideas and results of usability studies and evaluations.
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TEAM MEMBERS: Rick Bonney