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resource research Media and Technology
This report summarizes the results of a three-year ethnographic study, funded by the John D. and Catherine T. MacArthur Foundation, into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. The authors present empirical data on new media in the lives of American youth in order to reflect upon the relationship between new media and learning.
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TEAM MEMBERS: University of California, Irvine Mizuko Ito Becky Herr-Stephenson
resource research Media and Technology
Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networks sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youth's social and recreational use of digital media. This book fills that gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after school programs, and in online spaces. By
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TEAM MEMBERS: University of California, Irvine Mizuko Ito
resource research Media and Technology
This report describes how the YOUmedia program at the Harold Washington Library Center in Chicago attempts to take advantage of networked and digital media to provide engaging learning opportunities for youth through the emerging Connected Learning Model. The report describes the design of the program, the youth audiences targeted, the benefits received by program participants, and the role of staff and adults in the program. It offers suggestions for other organizations who would like to start similar programs.
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TEAM MEMBERS: University of Chicago Penny Bender Sebring Eric Brown Kate Julian Stacey Ehrlich Susan Sporte Erin Bradley Lisa Meyer
resource project Media and Technology
The Global Soundscapes! Big Data, Big Screens, Open Ears Project uses the new science of soundscape ecology to design a variety of informal science learning experiences that engage participants through acoustic discovery Soundscape ecology is an interdisciplinary science that studies how humans relate to place through sound and how humans influence the environment through the alteration of natural sound composition. The project includes: (1) an interface to the NSF-funded Global Sustainable Soundscapes Network, which includes 12 universities around the world; (2) sound-based learning experiences targeting middle-school students (grades 5-8), visually impaired and urban students, and the general public; and (3) professional development for informal science educators. Project educational components include: the first interactive, sound-based digital theater experience; hands-on Your Ecosystem Listening Labs (YELLS), a 1-2 day program for school classes and out-of school groups; a soundscape database that will assist researchers in developing a soundscape Big Database; and iListen, a virtual online portal for learning and discovery about soundscape. The project team includes Purdue-based researchers involved in soundscape and other ecological research; Foxfire Interactive, an award-winning educational media company; science museum partners with digital theaters; the National Audubon Society and its national network of field stations; the Perkins School for the Blind; and Multimedia Research (as the external evaluator).
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TEAM MEMBERS: Bryan Pijanowski Daniel Shepardson Barbara Flagg
resource project Media and Technology
This full scale/collaborative research project targets underserved youth who will collaborate with STEM professionals to co-create community-relevant technology and media content creating a potentially scalable model. App Lab DIY is a collaboration between Youth Radio, the MIT Media Lab's Center for Mobile Learning, and the Mozilla Foundation. There are multiple and well integrated project strategies. Youth working with professionals will design, create, and disseminate original apps that engage users around community issues (e.g. urban wildlife mapping; Community DNA). They will work directly with the MIT Media Lab/Mobile Learning Center to improve App Inventor, an open-source tool. Youth participants will create media content for national on-air and online outlets including NPR. They will design digital badges to validate and document what they've learned creating media and apps. Curricular resources and tools for educators will be created and disseminated to advance STEM learning among underserved youth. Deliverables include: 1) creation of three apps (media-rich, STEM-relevant, community valued) that engage communities; 2) improvements in App Inventor, MIT's open-source tool that democratizes app develop for and by all; 3) radio stories that are integrated with the apps; 4) a multimedia toolkit for informal and formal educators to adapt in their programs; 5) a pilot badging system to mark mastery of skills associated with youth-driven media production and technological innovation; and 6) a research study focusing on the use of app development to drive STEM learning and engagement among underserved youth. Original research will be conducted by an embedded Scholar-in-Residence to inform and advance the field about driving STEM engagement via media/tech innovation. The Scholar-in-Residence will use Participant-Action-Research to inform and improve practice and study the big general questions about how the program works and why. The evaluation will leverage the instruments and methods established in Youth Radio's past NSF grants to study the impact on the youth's skills, knowledge and attitudes. They will also study impacts on two additional audiences: educators using the multimedia toolkit and users of the mobile apps. Approximate 1000 Youth Radio students will participate in the project over the three years through contributions to app development, radio production, and digital badges creation. The multimedia toolkit will be nationally disseminated to STEM educators with a large potential reach.
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TEAM MEMBERS: Ellin O'Leary Elisabeth Soep Harold Alelson teresa chin Kristin Bass
resource project Media and Technology
The Exploratorium, in partnership with Qualcomm, proposes to develop and test a highly accurate indoor positioning system (IPS) at full museum scale. Such a system would increase the feasibility and power of whole-visit research studies and open up opportunities for using IPS to support new and innovative informal STEM learning experiences. Within 3-5 years, museums will likely possess infrastructures capable of easily and effectively integrating IPS. The Exploratorium's project will generate early knowledge about using this technology for developing innovative programmatic strategies and for improving research and evaluation of STEM learning in museums. Program activities include developing processes for creating and updating indoor maps; testing IPS as a tool for program development and delivery; prototyping a research data management system; and the dissemination project findings.
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TEAM MEMBERS: Joyce Ma Josh Gutwill William Meyer Claire Pillsbury Douglas Thistlewolf
resource project Media and Technology
The Georgia Tech Digital Media program is conducting a workshop and developing a website that fosters collaborations among researchers in the learning sciences community who study informal learning, practitioners in STEM-related informal learning environments (ILEs), and professional artists whose work incorporates STEM concepts. This workshop explores how the intersection of culturally-situated, arts-based learning (ABL), informal STEM learning, and digital media can be leveraged to create higher interest, motivation and learning in STEM among under-represented minorities (URMs). The workshop investigates the potential for combining culturally-situated design tools (CSDTs), contemporary art and crafts, and STEM concepts as a means to engage URM learners in STEM.
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TEAM MEMBERS: Celia Pearce
resource project Media and Technology
Using STEM America (USA) is a two-year Pathways project designed to examine the feasibility of using informal STEM learning opportunities to improve science literacy among English Language Learner (ELL) students in Imperial County, California. Project partners include the Rueben H. Fleet Science Center and the University of California, San Diego (UCSD). The project's goals are to support teachers in the development of informal science education opportunities for English learners, partner with students in grades 7-12 to create activities and exhibits, deliver student-produced products to community members, and sustain and disseminate the activities through the development of web-based teacher tools. The teachers will work with informal science education experts, STEM professionals, and undergraduate students to develop and implement the program lessons with their 7-12 grade students. The activities and exhibits designed for community audiences will be used in the Imperial Valley Discovery Zone, slated for completion in fall 2013. Special emphasis will be placed on understanding English scientific word frames and science content specific vocabulary to help ELL students express complex scientific concepts in English. The project deliverables in this pilot project include a comprehensive teacher professional development strategy, student-developed informal science activities and exhibits, a project website, and multiple teacher resources (lesson plans, how-to guides, training materials, and social networking tools). Teachers will receive 45 hours of professional development during the summer with an additional 20 hours of support provided during the school year. UCSD's Jacob's School of Engineering will provide training on solar energy micro-grids using a micro-grid observatory to be located in Imperial Valley. English language development training will be provided by the University of California's Professional Development Institute (UCPDI) and address the role of language objectives in scientific conceptual knowledge and language development; using science and language to improve classroom questioning/discussion; and teaching academic language to English learners. The informal science education component of the training provided by the Fleet Science Center will address topics such as questioning strategies, scientific reasoning frameworks, communicating science to public audiences, and learning "high level" science content using hands-on approaches. The project design builds on research which supports an active learning approach that mirrors scientific practice and is one of the strengths of informal science learning environments. The question to be addressed by the USA Project is: "Can informal STEM activities with embedded English Language development strategies assist English learner students to increase their English language competency and their interest in STEM subjects?" The PI seeks to identify the impact that teachers have on guiding students in inquiry-based informal STEM education, evaluate the academic outcomes for students, and measure changes in community interest, understanding, and attitudes towards STEM and STEM occupations. The USA Project is designed to reach approximately 200 underserved students and will promote the participation of at least 400 additional students, parents, and other rural community members. It is anticipated that this project will result in the development of a model for teacher-led informal STEM education, increased STEM learning opportunities for the community, and the development of a network of educational institutions that helps to bridge formal and informal STEM learning and learning environments.
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TEAM MEMBERS: Edwin Obergfell Philip Villamor
resource project Media and Technology
This proposal is for a one day workshop including researchers from multiple research disciplines (e.g. education, communication, psychology) and key stakeholders from the giant screen film industry to develop key research questions, priorities, and strategies related to giant screen cinema characteristics that impact STEM learning. The workshop would be held preceding the October, 2013 meeting of ASTC in Albuquerque, NM. There has been little research performed on the unique components of STEM giant screen films related to the role of immersion, presence, and effect on cognition. This workshop would begin with an online forum where invited participants would develop a list of questions, organize prior research, and identify relevant readings. During the workshop day at ASTC, participants would engage in roundtable exercises to develop the research program strategies (methods, collaborative communities, etc.) for the prioritized questions. The workshop outcomes include development of future research proposals and collaborative communities that will address the questions related to the impact of giant screen films and the role of immersion and presence on learning.
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TEAM MEMBERS: Mary Nucci
resource evaluation Media and Technology
This report is the result of a project to investigate through a sociocultural lens whether girls-only, informal STEM experiences have potential long-term influences on young women's lives, both in terms of STEM but also more generally. The authors documented young women's perceptions of their program experiences and the ways in which they influenced their future choices in education, careers, leisure pursuits, and ways of thinking about what science is and who does it. This report includes the questionnaire used in the study.
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resource research Media and Technology
This report combines the views of education researchers, technology developers, educators, and researchers in emerging fields such as educational data mining and technology-supported evidence-centered design to present an expanded view of approaches to evidence. It presents the case for why the transition to digital learning warrants a re-examination of how we think about educational evidence. The report describes approaches to evidence-gathering that capitalize on digital learning data and draws implications for policy, education practice, and R&D funding.
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TEAM MEMBERS: U.S. Department of Education Office of Educational Technology
resource research Media and Technology
This report is the National Education Technology Plan (NETP) submitted by the U.S. Department of Education (ED) to Congress. It presents five goals with recommendations for states, districts, the federal government, and other stakeholders. Each goal addresses one of the five essential components of learning powered by technology: Learning, Assessment, Teaching, Infrastructure, and Productivity. The plan also calls for "grand challenge" research and development initiatives to solve crucial long-term problems that the ED believes should be funded and coordinated at a national level.
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TEAM MEMBERS: U.S. Department of Education Daniel Atkins John Bennett John Seely Brown Aneesh Chopra Chris Dede Barry Fishman Louis Gomez Margaret Honey Yasmin Kafai Maribeth Luftglass Roy Pea Jim Pellegrino David Rose Candace Thille Brenda Williams