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resource evaluation Media and Technology
With funding from the National Science Foundation, NOVA/WGBH Boston with the participation of 14 U.S. and 4 international science museums have produced an IMAX/OMNIMAX film titled, Special Effects. The 40-minute film shows the techniques and methods that special effects filmmakers use along with their understanding of the human visual system to create movie illusions. Multimedia Research implemented a summative evaluation focused on the following major outcomes: To what extent did the program appeal to adult viewers? To what extent did the program achieve its intended viewing goals? What
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TEAM MEMBERS: Barbara Flagg
resource evaluation Media and Technology
Earth & Sky (E&S) is a short-format science radio series airing daily on more than 1,000 commercial and public radio stations and translators in the U.S. as well as on satellite and Internet radio outlets. The series is also widely heard beyond U.S. borders. Produced by a small non-profit, Earth & Sky, Inc. of Austin, TX, the series is hosted by Deborah Byrd and Joel Block and consists of 90-second programs on a wide variety of topics mostly drawn from environmental sciences, earth sciences and astronomy but also including emerging technologies like nanotechnology. Over the previous three
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TEAM MEMBERS: Barbara Flagg
resource research Media and Technology
Despite new governmental initiatives aiming to engage the general public in policymaking related to nuclear energy, little is known about how expert stakeholders involved in the decision-making process perceive such activity. This study examines how a series of social, cognitive and communication factors influences expert stakeholders’ attitudes toward public participation in policy decisions related to nuclear energy. Specifically, using data from a survey of 557 experts identified through content analyses of public meeting records, we find that among those perceiving public opinion as being
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TEAM MEMBERS: Nan Li Leona Yi-Fan Su Xuan Liang Dominique Brossard Dietram Scheufele
resource project Media and Technology
This will be a unique video game based on the writings the American author Henry David Thoreau at Walden Pond. Designed and directed by game designer Tracy Fullerton, Walden, a game, will simulate the experiment in living made by Thoreau at Walden Pond in 1845-47, allowing players to walk in his virtual footsteps, attend to the tasks of living a self-reliant existence, discover in the beauty of a virtual landscape the ideas and writings of this unique philosopher, and cultivate through the game play their own thoughts and responses to the concepts discovered there. The humanities content of the game will focus on an interactive translation of Thoreau’s writings and will also include references to the historical context of those writings. The game takes place in the environment of 1845 New England, when new technologies such as the railroad, the telegraph were first being seen and were part of the changes to pace of life that Thoreau so articulately resisted in critiques of society.
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TEAM MEMBERS: Tracy Fullerton
resource project Media and Technology
The project is the development of a working prototype that demonstrates the humanities ideas, technology, and public outreach for Pox in the City, a Unity 3D strategy game. Pox in the City draws upon a core interpretive framework for medical history, namely that beliefs, practices, and treatment are shaped by the interaction of the healer, the patient, and the disease entity. Players take on the role of a physician who has arrived in Philadelphia just as a smallpox outbreak erupts. Armed only with Edward Jenner’s new vaccination technique, players undertake the challenge of preventing the spread of the disease by persuading patients to be vaccinated. The interactive format will immerse players in the city’s rich history, as they experience the choices made by historical actors and constrained by scientific knowledge and cultural values.
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TEAM MEMBERS: Lisa Rosner
resource research Media and Technology
Integrating technology with reformed-based science instruction that facilitates student inquiry can be challenging for teachers. Campbell, Longhurst, Wang, Hsu, and Coster propose a professional development model that helps teachers use the latest technologies to engage students in authentic science practices.
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TEAM MEMBERS: Melissa Ballard
resource research Media and Technology
This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. Experiments in Transmedia (NSF Grant #DRL-1516347) explores how early career adults respond to science news stories in different media formats. As new STEM-based technologies and advances become more frequent, significantly widening the intergenerational knowledge gap, there is a growing need to understand how this group accesses, understands, and shares science knowledge.
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resource research Media and Technology
Earlier studies using psychometric tests have documented declines in creativity over the past several decades. Our study investigated whether and how this apparent trend would replicate through a qualitative investigation using an authentic nontest measure of creativity. Three-hundred and fifty-four visual artworks and 50 creative writing works produced by adolescents between 1990–1995 and 2006–2011 were assessed. Products were analyzed using a structured assessment method based on technical criteria and content elements. Criteria included in the current investigation (e.g., genre, medium
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TEAM MEMBERS: Donna DiBartolomeo Emily Weinstein Zachary Clark Katie Davis
resource research Media and Technology
How can technology be used to support inquiry in the classroom? In this study, Rehmat and Bailey probe the effects of a science methods course for preservice elementary teachers that explicitly includes technology integration. The preservice teachers in this course broadened their definition of classroom technology, increased their technology use, and gained a more positive outlook on technology integration.
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resource project Media and Technology
Moving Beyond Earth Programming: “STEM in 30” Webcasts. The Smithsonian’s National Air and Space Museum (NASM) will develop nine “STEM in 30” webcasts which will be made available to teachers and students in grades 5-8 classrooms across the country. The primary goal of this program is to increase interest and engagement in STEM for students. Formative and summative evaluations will assess the outcomes for the program, which include the following:

Increased interest in STEM and STEM careers, Increased understanding of science, technology, engineering and mathematics (STEM), Increased awareness and importance of current and future human space exploration, and Increased learning in the content areas.

This series of live 30-minute webcasts from the National Air and Space Museum and partner sites focus on STEM subjects that integrate all four areas. The webcasts will feature NASA and NASM curators, scientists, and educators exploring STEM subjects using museum and NASA collections, galleries, and activities. During the 30-minute broadcasts, students will engage with museum experts through experiments and activities, ask the experts questions, and answer interactive poll questions. After the live broadcasts, NASM will also archive the webcasts in an interactive “STEM in 30” Gallery.
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TEAM MEMBERS: Roger Launius
resource project Media and Technology
The Mansfield Public School District will create an online game curriculum program titled GameOn: Digital Citizens for students in the 5th and 6th grades. Teachers and librarians in the school district will work together to create a series of online games and quests that will meet curriculum goals while also providing an outlet for students to explore ideas and principles of digital citizenship.
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TEAM MEMBERS: Linda Robinson
resource project Media and Technology
Lincoln Park Zoo will upgrade and make freely available ZooMonitor, a scientific data collection tool, which currently exists in a pilot version, for monitoring the behavior of animals in zoos and aquariums, . ZooMonitor will contain modules for tracking animal behavior and body condition and for conducting data analysis. The zoo will also integrate a platform for securely storing an institution's data. With these modifications, ZooMonitor will be rigorously tested by industry partners, translated for both Apple and Android devices, and made available for free public download. ZooMonitor will enable any zoo or aquarium, regardless of collection size, budget, or number of staff, to develop a routine monitoring program—improving the lives of hundreds of thousands of animals across the country and around the world.
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TEAM MEMBERS: Megan Ross