Internet Attitude Scale (IAS) is a 40-item Likert-type one-dimensional inventory for measuring attitudes towards the Internet. Furthermore, this inventory was created to measure the Internet users' preferred and perceived specific Internet attributes.
The University of Southern California's Institute for Creative Technologies (ICT) and the Museum of Science, Boston (MoS) were awarded an Informal Science Education grant from the National Science Foundation (#0813541) for the project, Responsive Virtual Human Museum Guide. The goal of the project was to use computer-generated character animation, artificial intelligence, and natural language processing to create interactive characters, or virtual humans, that could engage in face-to-face communication with museum visitors. During the three year project, the MOS and ICT project teams created
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TEAM MEMBERS:
Susan FoutzJeanine AnceletKara HershorinLiz DanterUniversity of Southern CaliforniaMuseum of Science
This paper outlines the need for sustainable, scalable afterschool computer science programs targeting girls and describes the development of one such curriculum. Evaluation research on girls’ learning of computer science and on the capacity of afterschool staff and organizations to provide computer science programming leads to our description of a research-based approach to sustaining and scaling the program nationally—an approach that other programs might use to expand their reach and impact.
Problem-based learning (PBL) is a student-centered instructional strategy in which students solve problems and reflect on their experiences. Different domains need different approaches in the design of PBL systems. Therefore, we present one case study in this article: A Java Programming PBL. The application is developed as an additional module for the Learning Management System (LMS). This way the LMS is extended by PBL functionality and the LMS learning resources can be used in PBL.
In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in computer science areas. The study required the development of various forms of multimedia that were inclusive of content and activities delivered in a distance environment via the Internet. The team worked with a game art and design graduate class to
This response to Leah A. Bricker and Phillip Bell's paper, GodMode is his video game name, examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning, and move on to thinking about how these insights can actually inform game design practice.
Young people today have grown up living substantial portions of their lives online, seeking entertainment, social relationships, and a place to express themselves. It is clear that participation in online communities is important for many young people, but less clear how this translates into civic or political engagement. This volume examines the relationship of online action and real-world politics. The contributors discuss not only how online networks might inspire conventional political participation but also how creative uses of digital technologies are expanding the boundaries of politics
Poster on NSF grant DRL-1132393 (Cyberlearning Research Summit 2012: Imagining the Future of Learning, Systems, People, and Technology) from the 2012 ISE PI Meeting.
Poster on NSF grant DRL-1114655 (""Investigating An Intelligent Cyberlearning System For Interactive Museum-based Sustainability Modeling"") from the 2012 ISE PI Meeting.
Proton is a novel framework that addresses both of these problems. Using Proton, the application developer declaratively specifies each gesture as a regular expression over a stream of touch events. Proton statically analyzes the set of gestures to report conflicts, and it automatically creates gesture recognizers for the entire set. To simplify the creation of complex multitouch gestures, Proton introduces gesture tablature, a graphical notation that concisely describes the sequencing of multiple interleaved touch actions over time.
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TEAM MEMBERS:
Jim SpadacciniKenrick KinBjörn HartmannTony DeRoseManeesh Agrawala