Skip to main content

Community Repository Search Results

resource evaluation Media and Technology
Youth Radio, an after-school media production program, consists of a main campus in Oakland, CA, and regional bureaus in Atlanta, GA, Washington, D.C., and Los Angeles, CA. Youth Radio’s model is to engage underserved young people in broadcast journalism, radio and web production, engineering, and media literacy through media projects that are relevant to the students’ lives and communities. In doing so, Youth Radio prepares young people for college programs and careers in media. The organization also supports young people in their transition from school to career through an externship program
DATE:
TEAM MEMBERS: Elizabeth Bandy Kristin Bass Youth Radio
resource project Media and Technology
Researchers at the U.C. Davis will carry out observations of museum visitors to plan for a study of how visualizations affect visitors of an Earth Sciences exhibit using 3D technology. The researchers will be able to conduct an experimental study about how much participants in an education center learn from the model of earthquakes and of a model of the Lake Tahoe basin. The researchers will conduct a quasi-experiment of a sample of 100 visitors to the center at Lake Tahoe to study their experience with visualization and learning of science. The funding for this phase of the project will include the development of audience surveys, conducting focus groups to develop types of feedback, train staff to conduct data collection, and to conduct a literature review of technology visualization.
DATE: -
TEAM MEMBERS: Geoff Schladow Bernd Hamann Oliver Kreylos
resource project Media and Technology
The WGBH Educational Foundation together with the Association of Computing Machinery (ACM) and dozens of partners, proposes a major new initiative to reshape the image of computing among college-bound high school students, with a special focus on Latina girls and African-American boys. Image is seen as an important factor in the lack of interest in computing majors among high school and college students, who often see computer scientists as geeks and nerds with boring jobs and equally boring lives. Latina girls and African-American boys--among the most underrepresented groups in computing--represent particularly important and challenging audiences. The New Image for Computing project will research and design a "communications make-over"--a new set of messages that will accurately and positively portray the field and will be widely tested for their emotional appeal to and intellectual connection with the targeted audiences. Experienced marketing professionals will help create the messaging campaign using proven marketing and communications strategies. WGBH, a leading producer of programming for public television and non-broadcast educational media, is uniquely positioned to lead this initiative, as they have a current, similar project called Engineer Your Life that aims to encourage academically prepared high school girls to consider engineering as an attractive option for both post-secondary education and as a career choice.
DATE: -
TEAM MEMBERS: Julie Benyo John White
resource project Media and Technology
This collaborative project aims to establish a national computational resource to move the research community much closer to the realization of the goal of the Tree of Life initiative, namely, to reconstruct the evolutionary history of all organisms. This goal is the computational Grand Challenge of evolutionary biology. Current methods are limited to problems several orders of magnitude smaller, and they fail to provide sufficient accuracy at the high end of their range. The planned resource will be designed as an incubator to promote the development of new ideas for this enormously challenging computational task; it will create a forum for experimentalists, computational biologists, and computer scientists to share data, compare methods, and analyze results, thereby speeding up tool development while also sustaining current biological research projects. The resource will be composed of a large computational platform, a collection of interoperable high-performance software for phylogenetic analysis, and a large database of datasets, both real and simulated, and their analyses; it will be accessible through any Web browser by developers, researchers, and educators. The software, freely available in source form, will be usable on scales varying from laptops to high-performance, Grid-enabled, compute engines such as this project's platform, and will be packaged to be compatible with current popular tools. In order to build this resource, this collaborative project will support research programs in phyloinformatics (databases to store multilevel data with detailed annotations and to support complex, tree-oriented queries), in optimization algorithms, Bayesian inference, and symbolic manipulation for phylogeny reconstruction, and in simulation of branching evolution at the genomic level, all within the context of a virtual collaborative center. Biology, and phylogeny in particular, have been almost completely redefined by modern information technology, both in terms of data acquisition and in terms of analysis. Phylogeneticists have formulated specific models and questions that can now be addressed using recent advances in database technology and optimization algorithms. The time is thus exactly right for a close collaboration of biologists and computer scientists to address the IT issues in phylogenetics, many of which call for novel approaches, due to a combination of combinatorial difficulty and overall scale. The project research team includes computer scientists working in databases, algorithm design, algorithm engineering, and high-performance computing, evolutionary biologists and systematists, bioinformaticians, and biostatisticians, with a history of successful collaboration and a record of fundamental contributions, to provide the required breadth and depth. This project will bring together researchers from many areas and foster new types of collaborations and new styles of research in computational biology; moreover, the interaction of algorithms, databases, modeling, and biology will give new impetus and new directions in each area. It will help create the computational infrastructure that the research community will use over the next decades, as more whole genomes are sequenced and enough data are collected to attempt the inference of the Tree of Life. The project will help evolutionary biologists understand the mechanisms of evolution, the relationships among evolution, structure, and function of biomolecules, and a host of other research problems in biology, eventually leading to major progress in ecology, pharmaceutics, forensics, and security. The project will publicize evolution, genomics, and bioinformatics through informal education programs at museum partners of the collaborating institutions. It also will motivate high-school students and college undergraduates to pursue careers in bioinformatics. The project provides an extraordinary opportunity to train students, both undergraduate and graduate, as well as postdoctoral researchers, in one of the most exciting interdisciplinary areas in science. The collaborating institutions serve a large number of underrepresented groups and are committed to increasing their participation in research.
DATE: -
TEAM MEMBERS: Tandy Warnow David Hillis Lauren Meyers Daniel Miranker Warren Hunt, Jr.
resource project Media and Technology
Twin Cities Public Television will produce six new episodes for the Dragonfly TV GPS (Going Places in Science) series in order to inform a mass audience of children, adults and educators about the revolutionary advances taking place in nanoscience and nanotechnology. The new programs will shine the DragonflyTV GPS spotlight on the network of science museums in the NISE Network, showcasing the new nanoscience programs and exhibits that are currently being developed. DragonflyTV, a weekly science television series targeted at children ages 8-12, presents children engaged in inquiry-based investigations, on-location in science centers across America. Each investigation will demonstrate the direct connection between learning experiences in science centers and the application of those lessons in everyday life. Each Nanoworld episode will apply the Dragonfly "Real Kids . . . Real Science" model, communicating both the scientific process and basic concepts in nanoscience. The DragonflyTV GPS will involve collaboration with the NISE Network, led by the Museum of Science in Boston, the Exploratorium, and the Science Museum of Minnesota. The episodes will be distributed by PBS Plus. Ancillary products will include an Educator's Guide, a Nanoworld poster, and a website featured on pbskids.org/go. Multimedia Research and will conduct formative and summative evaluations of the television production. Inverness Research will evaluate the collaborative process between TPT and the museum partners, and identify specific lessons learned by each group.
DATE: -
TEAM MEMBERS: Richard Hudson
resource project Media and Technology
The institution is The Ohio State University at Lima, the university partners are the University of North Carolina at Greensboro and Fayetteville State University. It's About Discovery is a unique partnership to engage students and teachers in critical thinking skills in STEM content areas. The Ford Partnership for Advanced Studies (PAS) new science curriculum is the foundation for the project which will include over 700 students and 20-25 teachers. While the primary focus is on students, throughout the life of the project all teachers will participate in professional development focusing on the PAS units to ensure the quality teaching and understanding of the content. Technology will be integrated throughout the program to enable students to create inquiry based projects across state lines and for teachers to continue their professional development opportunities. Community partners will serve as mentors, host field trips, and engage in on-line conversations with students. An interactive website will be created for both teachers and students. The focus is on 8th grade science as it relates to STEM careers, 9th grade physical science and 10th science and mathematics. We are implementing a new Ford PAS curriculum module, Working Towards Sustainability, which comprises of four modules: We All Run on Energy, Energy from the Sun, Is Hydrogen a Solution? and The Nuclear Revolution. Teachers across states will engage in a new professional development model. Students will create projects through on-line conversations. A website will be created for project participants and the ITEST community. These hands-on, inquiry-based learning experiences engage students and prepare and encourage them to pursue science, engineering, and technology in high school and beyond. All PAS curricula use real world experiences, open-ended problems and result in real world applications. Assessments are on-going and inquiry driven. Teamwork and on-line resources and research are built into the curriculum design. The evaluation consists of a multi-method pre-post design. Teachers complete a Pre Survey at the beginning of the program and then again at the end of the school year. Students complete a Pre Survey at the beginning of the school year and a post survey at the end of the school year. In addition, teachers share students' scores on curriculum assessments completed throughout the year, including student scores on the Comprehensive Adult Student Assessment System's (CASAS) Assessment of Critical Thinking in Science writing tasks.
DATE: -
TEAM MEMBERS: Dean Cristol Christopher Andersen Lynn Sametz
resource research Media and Technology
Robotics brings together learning across mechanism, computation and interaction using the compelling model of real-time interaction with physically instantiated intelligent devices. The project described here is the third stage of the Personal Rover Project, which aims to produce technology, curriculum and evaluation techniques for use with after-school, out-of-school and informal learning environments mediated by robotics. Our most recent work has resulted in the Personal Exploration Rover (PER), whose goal is to create and evaluate a robot interaction that will educate members of the general
DATE:
TEAM MEMBERS: Illah Nourbakhsh Emily Hamner Debra Bernstein Kevin Crowley Ellen Ayoob Mark Lotter Skip Shelly Thomas Hsiu Eric Porter Brian Dunlavey Daniel Clancy
resource research Media and Technology
Children’s worlds are increasingly populated by intelligent technologies. This has raised a number of questions about the ways in which technology can change children’s ideas about important concepts, like what it means to be alive or smart. In this study, we examined the impact of experience with intelligent technologies on children’s ideas about robot intelligence. A total of 60 children aged 4 through 7 were asked to identify the intellectual, psychological, and biological characteristics of 8 entities that differed in terms of their life status and intellectual capabilities. Results
DATE:
TEAM MEMBERS: Debra Bernstein
resource research Media and Technology
As an increasing number of robots have been designed to interact with people on a regular basis, research into human-robot interaction has become more widespread. At the same time, little work has been done on the problem of longterm human-robot interaction, in which a human uses a robot for a period of weeks or months. As people spend more time with a robot, it is expected that how they make sense of the robot - their “cognitive model” of it - may change over time. In order to identify factors that will be critical to the future development of a quantitative cognitive model of long-term human
DATE:
TEAM MEMBERS: Kristen Stubbs Debra Bernstein Kevin Crowley Illah Nourbakhsh
resource research Media and Technology
To help answer questions about the behavior of participants in human-robot systems, we propose the Cognitive Evaluation of Human-Robot Systems (CEHRS) method based on our work with the Personal Exploration Rover (PER). The CEHRS method consists of six steps: (1) identify all system participants, (2) collect data from all participant groups, including the system’s creators, (3) analyze participant data in light of system-wide goals, (4) answer targeted questions about each participant group to determine the flow of knowledge, information, and influence throughout the system, (5) look for
DATE:
TEAM MEMBERS: Kristin Stubbs Debra Bernstein Kevin Crowley Illah Nourbakhsh
resource research Media and Technology
The authors present an exploratory study of Black middle school boys who play digital games. The study was conducted through observations and interviews with Black American middle school boys about digital games as an informal learning experience. The first goal of the study is to understand the cultural context that Black students from economically disadvantaged inner-city neighborhoods bring to playing digital games. The second goal of the study is to examine how this cultural context affects the learning opportunities with games. Third, the authors examine how differences in game play are
DATE:
TEAM MEMBERS: Betsy James DiSalvo Kevin Crowley Roy Norwood
resource research Media and Technology
Historically, most efforts to improve public knowledge of science and technology have focused on improvements in K-12 schooling, although post-secondary education and informal education have also been mentioned as important factors. Currently, little empirical data exist to determine how or when to best leverage science and technology education energies and resources. This article examines a range of factors potentially contributing to adult knowledge of science and technology. Results from a telephone survey of 1,018 adult residents in greater Los Angeles, California (United States) showed
DATE:
TEAM MEMBERS: John H Falk Mark Needham