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resource project Media and Technology
READING RAINBOW is a multi-part PBS children's television series that encourages children ages five through nine to read good books. The program format involves book reviews through narration and illustration with an overall program theme set by a lead book. With support from NSF they have produced and aired five half hour programs devoted to science books and science topics as part of the READING RAINBOW series. The present proposal will add an additional eight programs that focus on scientific themes over the next four seasons of the program, demonstrating to children how science is integrated into all aspects of their lives and encouraging them to read science books. The series utilizes a thorough system of book and program topic review before material is selected for each program. Scientists, educators, librarians, teachers, parents, and children evaluate candidate books for interest, appropriateness, readability, and suitability for television treatment. READING RAINBOW programs are evaluated for effectiveness after they are produced to provide feedback for future programs. The resulting programs are having a substantial effect on home, school, and library. Booksellers are reporting dramatic increases in sales of reviewed books; librarians greatly increased requests for and use of materials. Recent READING RAINBOW book reviews have led to new covers and new marketing programs for books, and teachers are using materials during the school year following summer broadcast. Publishers, seeing an increased market for books for young children, are encouraging new work by authors and illustrators. A $750,000 award over three years is recommended: $250,000 for FY 87, and additional amounts of $250,000 in FY 88 and $250,000 in FY 89.
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TEAM MEMBERS: Twila Liggett Stephen Lenzen Jack McBride
resource project Media and Technology
Award-winning Scholastic Productions, Inc. proposes to produce 39 fully animated, half hour television programs, based on the successful children's science book series, The Magic School Bus. We are seeking funding for the initial three seasons (13 episodes per season) which will be produced over a four year period. Designed as an informal science education series for PBS, it is targeted primarily for 6-9 year-olds, with special attention given to reaching girls and minority children. The series has clear science pedagogical goals: 1) to motivate children to further science study, 2) to present science facts, concepts and systems, and 3) to inspire positive attitudes towards science and education for students and teachers. Throughout the production, audience research and field testing will ensure that the programming is effectively meeting these goals. The series features a remarkable teacher, Ms. Frizzle, who takes her class on equally remarkable field trips. While other teachers may go to a museum, Ms. Frizzle leads her class onto a yellow school bus that shrinks (along with its students) to the size of a cell to journey through the human body, rocket into outer space, or travel into the eye of a hurricane. Thus, the series makes science tangible and relatable for an audience of children who are still concrete thinkers. We will create a broad outreach program, utilizing the publishing and distribution resources of Scholastic Productions' parent company, Scholastic Inc., (the largest publisher of children's materials in the English-speaking world), and other targeted organizations. Through viewer guides, series publicity and promotion, magazine editorials, community and after-school programs, we expect to reach a large and culturally diverse audience, including minorities frequently not served by PBS.
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TEAM MEMBERS: Alison Blank Jane Startz
resource project Media and Technology
Reading Rainbow is an eighty (80) part PBS children's series (15 of which are science programs) that entices children five to eight years old to read good books, thus addressing the national tragedy of more and more young Americans reading less and less. The Emmy award winning series employs television to sell the joy of science and reading to young viewers. This proposal seeks funding for five additional Reading Rainbow programs which will focus on scientific themes. These programs will be added to the previously funded science programs (22) to become part of the on-going series in demonstrating to children how science is integrated into all aspects of our lives. The Reading Rainbow series premiered in the summer of l983 to phenomenal critical and popular acclaim. In the fall of 1990, Reading Rainbow expanded ta a year round, daily schedule-- after having spent seven years as a summer series. According to formal studies, the science shows are of great interest to children and pique children's interest in related science topics and books. The series is no in its tenth season and its popularity has grown among young viewers as well as with parents.
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TEAM MEMBERS: Twila Liggett Lee Rockwell
resource project Media and Technology
Nebraskans for Public Television are producing three programs in the "Reading Rainbow" series that focus on mathematics and developing and implementing a special math outreach effort aimed at parents with a secondary audience of teachers. The programs will take a literature-based approach to mathematics which helps make it possible ". . . for children to have the same authentic experiences with math that they are coming to have with language, social studies, science and the arts." (Read Any good Math Lately? by Whitin and Wilde). The goal of the project is to expand the impact of the "Reading Rainbow" series by: - integrating quality math-oriented books with science and literary selections into the series, and - making quality children's math-oriented books more visible to parents, public librarians, and teachers and to engage children's interest in reading about and exploring math in the real world. The outreach effort will develop a special math effort directed to parents, children, and teachers. A special publication for parents and a teacher guide will be created for the new math-focused programs. The producers will work with the Family Math Project at the Lawrence Hall of Science in training parents and children and will also direct community outreach efforts towards economically and socially disadvantaged families. This effort will engage these families in math related activities through partnerships with community-based organizations and local public television stations involved in PBS's Ready to Learn Project. Partnership organizations include the National Council for Teachers of Math, Girls Inc, The Connecticut Academy for Education in Mathematics, Science and Technology, EQUALS Family Math Project, and the Weekly Reader Corporation. "Reading Rainbow" partnerships also have been established between three SSI's -- Louisiana, Michigan, and Ohio -- and PBS stations in those states.
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TEAM MEMBERS: Twila Liggett Lee Rockwell
resource project Media and Technology
Reading Rainbow is a long running, highly acclaimed children's television series designed to engage children in reading. Over the years, the series has incorporated both a science strand and a mathematics strand. Nebraskans for Public Television is now producing two additional math-focused programs and one integrated math/science program. These programs will further integrate math-oriented books into the series, will heighten the visibility of quality children's math-oriented books, and will model how children can understand and enjoy mathematics and science in the world around them. Outreach will be coordinated with libraries and museums nationwide. The project also will expand the "Math for Families Workshops," which were previously developed, from 50 public broadcasting stations to 100 stations. The workshops also will be integrated into the PBS "Ready To Learn" endeavor.
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TEAM MEMBERS: Twila Liggett Stephen Lenzen
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 project Media and Technology
The Self-Reliance Foundation (SRF) requests Phase II support from NIH for the "Hispanic Role Model and Science Education Outreach Project." The project's goal is to develop daily, nationally broadcast, Spanish-language radio programming which encourages the development of science literacy in relation to biomedical research, introduces careers in biomedical research and other health sciences, and provides parents with information on how their children can achieve academic success. In addition, SRF proposes to support further learning through an 800-telephone number outreach service which links listeners with information and local resources, a related Web site with resources and links related to program topics, and a weekly newspaper column. SRF's daily programs reach a cumulative weekly audience of over two million. Through the proposed three year project, SRF can produce 90 short-form (two to five minute) and six one-hour programs on biomedical research, science education, and careers that will reach over two to three million listeners each week in the U.S. and additional listeners throughout the Western Hemisphere. The radio programs are already broadcast daily or weekly on over 100 Spanish-language stations reaching 80% of U.S. Hispanics. The programs will bring listeners the latest information on biomedical findings and how to use this information in everyday life, inspirational interviews with Hispanic biomedical research scientists, and practical information for students and parents on how to pursue careers at all levels in biomedical research fields and the health professions. Through partnerships with the Society for Advancement of Chicanos and Native Americans in Science (SACNAS), the National Coalition of Hispanic Health and Human Services Organizations (COSSMHO), the ASPIRA Association, and other national groups, SRF will identify Hispanic biomedical research scientists and health care practitioners as experts in the development of editorial content of shows and as guests for role model interview shows.
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TEAM MEMBERS: Robert Russell Javier Sierra Jose Aponte
resource research Media and Technology
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai