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resource research Exhibitions
The open-access proceedings from this conference are available in both English and Spanish.
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TEAM MEMBERS: John Voiklis Jena Barchas-Lichtenstein Uduak Grace Thomas Bennett Attaway Lisa Chalik Jason Corwin Kevin Crowley Michelle Ciurria Colleen Cotter Martina Efeyini Ronnie Janoff-Bulman Jacklyn Grace Lacey Reyhaneh Maktoufi Bertram Malle Jo-Elle Mogerman Laura Niemi Laura Santhanam
resource evaluation Media and Technology
The Educational Gaming Environments group (EdGE) at TERC embarked on a research project to study serious online collaborative gaming environments as a vehicle for engaging the public with National Science Digital Library (NSDL) resources. The goal of the project was two-fold: to design and test serious games that use a prototype virtual resource center; and to build a community and framework for creating a Serious Games Pathway to deliver NSDL resources into this burgeoning community with the aim of facilitating STEM learning. As part of this endeavor, the external evaluators under the
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TEAM MEMBERS: TERC John Fraser
resource project Media and Technology
The overarching purpose of the Climate Literacy Zoo Education Network is to develop and evaluate a new approach to climate change education that connects zoo visitors to polar animals currently endangered by climate change, leveraging the associative and affective pathways known to dominate decision-making. Utilizing a polar theme, the partnership brings together a strong multidisciplinary team that includes the Chicago Zoological Society of Brookfield, IL, leading a geographically distributed consortium of nine partners: Columbus Zoo & Aquarium, OH; Como Zoo & Conservatory, St. Paul, MN; Indianapolis Zoo, IN; Louisville Zoological Garden, KY; Oregon Zoo, Portland, OR; Pittsburgh Zoo & PPG Aquarium, PA; Roger Williams Park Zoo, Providence, RI; Toledo Zoological Gardens, OH, and the organization Polar Bears International. The partnership leadership includes the Learning Sciences Research Institute at the University of Illinois at Chicago, and the Earth System Science Center at Pennsylvania State University. The partnership is joined by experts in conservation psychology and an external advisory board. The primary stakeholders are the diverse 13 million annual visitors to the nine partner zoos. Additional stakeholders include zoo docents, interpreters and educators, as well as the partnership technical team in the fields of learning innovations, technological tools, research review and education practice. The core goals of the planning phase are to a) develop and extend the strong multidisciplinary partnership, b) conduct research needed to understand the preconceptions, attitudes, beliefs, and learning modes of zoo visitors regarding climate change; and c) identify and prototype innovative learning environments and tools. Internal and external evaluations will be conducted by Facet Innovations of Seattle, WA. Activities to achieve these goals include assessments and stakeholder workshops to inventory potential resources at zoos; surveys of zoo visitors to examine demographic, socioeconomic, and technology access parameters of zoo visitors and their existing opinions; and initial development and testing of participatory, experiential activities and technological tools to facilitate learning about the complex system principles underlying the climate system. The long-term vision centers on the development of a network of U.S. zoos, in partnership with climate change domain scientists, learning scientists, conservation psychologists, and other stakeholders, serving as a sustainable infrastructure to investigate strategies designed to foster changes in public attitudes, understandings, and behavior surrounding climate change.
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TEAM MEMBERS: Chicago Zoological Society Lisa-Anne DeGregoria Kelly Alejandro Grajal Michael E. Mann Susan R. Goldman
resource research Media and Technology
There is a recognized need to rigorously examine the efficacy of approaches to supporting informal learning. In this study, we used a 2 × 2 factorial experimental design to test the impact of a computer guide on 3 proximal measures of visitor learning at an interactive math exhibit. In total, 128 families were systematically assigned to engage with the exhibit either with or without access to a supplementary computer kiosk. Visitor groups with access to the computer spent longer, on average, at the exhibit and engaged in more mathematical behaviors compared to other groups. However, based on
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TEAM MEMBERS: Oregon Museum of Science and Industry Scott Pattison Scott Ewing Angela Frey
resource project Media and Technology
This project will create and study Kids' Survey Network as an exemplar of a new, replicable model of informal learning called an apprenticeship network. The project will develop the data literacy of future learners, workers, and citizens by empowering participants aged 11-14 to develop survey projects to address their own questions about local community issues. Research on the project will illuminate core questions relating to the design and potential impact of the apprenticeship network, including social and motivational dynamics, community and technology-based scaffolding, educational game genres, and conditions of effective use. The project deliverables include four components: (1) a web-based community of practice; (2) a common set of tools; (3) a suite of learning games and tutorials; and (4) structures for tiered, team-based advancement. Tertl Studios LLC and MIT's Education Arcade will develop the learning games, SRI International will conduct the evaluation, leading regional and national informal education organizations will provide test bed sites, and professional survey research organizations will provide technical and volunteer assistance.
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TEAM MEMBERS: Elizabeth Rowe Diana Nunnaley Christopher Hancock
resource project Media and Technology
This full-scale development project would use a multi-platform approach (TV, Field School, and Web site) to engage public audiences and underserved youth in archaeology research and discovery. The project will advance knowledge and practice in the field of ISE by establishing the utility of archaeology as an entry point to multiple STEM fields showing how it answers important questions about human origins-culture, history, and the natural environment. The target audience includes a broad demographic of viewers who will watch the PBS broadcasts. The other key audience is underserved youth who will participate in the archeology digs and be featured in the national broadcast. They will engage other underserved youth who will have the opportunity to participate in the interactive online virtual field school. Primary organizational partners include the Crow Canyon Archaeology Center in Colorado and other archeology organizations at the 4 field sites. Deliverables include four hours of PBS programming filmed at four archaeological sites telling the stories of diverse cultures (Native American, African American, Hispanic); field schools designed for underrepresented youth both onsite and online; blogs, online discussions, and user-generated videos. The evaluation will determine the impact of the television series, online content, and the on-site Field School on audiences' understanding of, interest in, and interactions around STEM topics within the context of archaeology. Formative evaluation will provide input and help refine the television programs, web site, and field school. The summative evaluation will use a variety of methods and artifacts to determine the degree to which the process of the TV series, web site, and Field School was successful. The television programs are expected to reach 13 million viewers via broadcast, 300,000 via streaming video and 50,000 unique web site visitors. The lessons learned from this project will be disseminated to other media and ISE organizations.
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TEAM MEMBERS: David Davis Noel Broadbent Margaret Watters Jennifer Borland
resource project Media and Technology
The proposed conference will bring together leading national and international researchers and practitioners from developmental and cognitive psychology, game design, and media to examine how learning transfers from video game play to formal and informal learning. The conference will convene in New York City and serve to lay the foundation for an interdisciplinary New York-based community of researchers and practitioners interested in examining the implications of video game play on learning. Invited participants will address cognitive skills and content knowledge that children and adolescents acquire and refine during video game play; game features that captivate and promote skills development among game players; and evidence of skill and content knowledge transfer from video game play to informal and formal learning. Discussion of these issues will culminate in specification of the most appropriate research agenda to investigate the academic potential of video game play, particularly using those games that children and adolescent players find most compelling. An edited book will be published of the conference proceedings. The audience for this book will be academics, educators, game designers, media professionals, and policymakers interested in understanding the potential of video game learning for formal and informal instruction based on the most current research and practice.
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TEAM MEMBERS: Francine Blumberg
resource project Media and Technology
Earth Game is a five-day simulation, modeled on the war games the military have staged for a hundred years. An international group of scientists, diplomats and political experts will react to a simulated environmental crisis caused by global climate change. The period of play is 1995 to 2010. The proceedings will be videotaped and edited into four hours of television programming for international broadcast to a general audience in the spring of 1992. Earth Game is a project of WQED with the Smithsonian Institution, the British Broadcasting Corporation, Adrian Malone Productions, and the U.S. Naval War College. The objectives are: 1.) to stimulate greater public and governmental interest in the subject of climate change; 2.) to foster greater understanding of what we do and don't know about the causes of climate change, and 3.) to develop a greater appreciation of the dilemmas posed by the need for political action in the fact of the threats and uncertainties surrounding climate change. Senior Smithsonian scientists, Naval War College game design experts, the distinguished television producer Adrian Malone, and a small group of advisers are planning the event, which is scheduled to take place in Newport, Rhode Island in November 1991 at the historic facilities of the Naval War College.
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TEAM MEMBERS: Adrian Malone
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 research Media and Technology
This document is a “think piece” about why and how informal science, technology, engineering, and math (STEM) education institutions could be placing amusing, novel experiences in people’s paths to create memorable STEM experiences embedded in their everyday lives. The report focuses on what we learned about creating interactive STEM exhibits in public spaces outside of a science center. That said, the content can inform hands-on learning experiences on other topics, as well, within the limits outlined.
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TEAM MEMBERS: Oregon Museum of Science and Industry Kyrie Thompson Kellett Marilyn Johnson Marcie Benne Chris Cardiel Barry Walther Mary Soots Scott Pattison
resource evaluation Media and Technology
Rockman et al (REA), in partnership with Marti Louw and the University of Pittsburgh Center for Learning in Out-of-School Environments (UPCLOSE), conducted a summative evaluation in Fall 2012-Spring 2013 of a temporary museum exhibition at the Carnegie Museum of Natural History (CMNH) in Pittsburgh, PA called, Stories in the Rock. The exhibition highlighted CMNH researchers’ documentation of ancient petroglyph sites in Saudi Arabia using GigaPan technology to capture high-resolution, zoomable images of the rock art. The exhibition centers around an activity called the Explorable Image, a
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TEAM MEMBERS: University of Pittsburgh Center for Learning in Out-of-School Environments Camellia Sanford-Dolly
resource project Media and Technology
This project's aim is to understand collaboration, cooperation, and learning in the context of a large, distributed virtual organization consisting of children and teachers building web-based simulations and animations using the Scratch software. The PIs will study the nature and patterns of cooperation in the Scratch decentralized learning environment, establish principles to guide the development of systems that foster cooperative attitudes and behaviors, and develop strategies to cultivate computational-thinking capacities that are important for productive cooperation and problem-solving in virtual organizations. The Scratch community consists of over 400,000 registered members discussing, remixing, and reusing more than a million projects. The project is a collaborative project with researchers from MIT, Harvard, and the University of Pennsylvania drawn from computer science, psychology, child development, education, organizational science, and economics. Using a novel combination of experimental and ethnographic methods, the research will provide insights into how young people cooperate in virtual organizations, their attitudes and motivations related to cooperation, and their development of computational-thinking skills and capacities necessary for productive cooperation and creative learning. The researchers expect that the findings will contribute to the design and understanding of more effective virtual organizations, particularly in the areas of learning, education, and cooperative creation. The methods used include observational studies, design interventions, and field experiments. The test bed will be the Scratch community and the evaluations will be done by mining the online record of cooperation in the construction of new simulations and animations. The outcomes of the project will include an improved Scratch environment, design principles for the construction of distributed virtual organizations that encourage cooperation and co-construction of knowledge and artifacts, and new methods of teaching computational thinking in an engaging environment. The Scratch community of 400,000 members will be part of this work. This project is potentially transformative because of the engaging nature of this particular application, because of its applicability to similar virtual communities, and because of its promise to reach a diverse community of learners.
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TEAM MEMBERS: Mitchel Resnick Natalie Rusk John Maloney Yochai Benkler Yasmin Kafai