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resource project Media and Technology
Realizing the power of CyberLearning to transform education will require vision, strategy, and an engaged, talented community. Activities are needed to energize the community, refine and sharpen the path forward, and provide a more active and ongoing forum for clarifying the big ideas and challenging questions. In response to this need, SRI International, together with the Lawrence Hall of Science and with key support from the National Geographic Society, will organize a set of activities to advance a shared vision of the future of learning, encompassing the systems, people, and technology dimensions mutually necessary for any scalable and lasting advances in education. The innovative format for these activities is inspired by the TED talks, Wikipedia, and social networking. As in TED, a small set of leading researchers will be selected to give very short, very high quality, stimulating talks. These CyberLearning Talks will be featured at a 1-day summit meeting in Washington, DC, streamed so that local cyberlearning research communities may participate at a distance, and posted on a website. As in Wikipedia, CyberLearning Pages will be created, each page featuring a synopsis of a big idea in CyberLearning and the relevant research challenges. The 1-day conference will be followed by a small 1-day workshop focusing on how to evaluate cyberlearning efforts, identify progress, and identify important new directions. Finally, to disseminate and stimulate conversation about both the video talks and Wikipedia entries, a presence for the community will be created on social networking sites. The target outcomes of the effort will be (i) a cyberlearning research community with participants from across the many current constituent communities, and fostered awareness and appreciation of the broad range of expertise and interests across that wider community; (ii) foundations for sustained discussion of big ideas, insights, and challenges to help this new community define a more engaged, crisper vision of its own future, (iii) a community resource that can become a site for interconnecting stakeholders in the CyberLearning community and supporting investigators in improving field-generated proposals, and (iv) an emerging sense of direction for CyberLearning among a wider audience of leaders. Such community building and awareness is expected to foster collaborations that will lead to innovative and research-grounded ways of using technology to transform education -- formal and informal and across a lifetime.
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resource project Media and Technology
Researchers at Michigan State University, University of Washington, Science Museum of Minnesota, and Museum of Life and Science found that there are clear indicators of learning in Science Buzz (www.sciencebuzz.org), the online museum environment studied as part of the Take 2 project. People who participate in conversations through the Buzz blog demonstrate an interest in science, and they leverage their own experiences and identities in order to share science knowledge with others. Researchers utilized indicators of learning as identified in the National Academies report on Learning Science in Informal Environments. Aspects of learning that were particularly important for an online environment like Science Buzz were interest in science, participating in science through the use of language, and identifying as someone who knows about or uses science. Researchers found that Science Buzz participants had a strong interest in scientific issues, utilized argumentation strategies--an important scientific practice--and identified with the importance of science in their lives. In particular: (1) Interest in scientific issues, caring about scientific issues, identifying personally with scientific issues were commonly evident in Science Buzz; (2) There is widespread use of argumentation in relation to scientific issues, an important scientific practice, although the quality of the scientific reasoning associated with these argumentation practices varies; (3) The co-construction of identity between online participants and the host museum is a potentially powerful outcome, as it suggests that online learning environments can facilitate longer-term relationships; (4) The analytical tools developed by this project advance our ability to understand learning in online environments; (5) While some indicators of learning are present, others, such as reflecting on science or co-constructing science knowledge with others, are not present. For museums, encouraging museum staff to engage digital tools and online participants is relatively easy. However, measuring online activity with regard to complex outcomes like learning is extremely difficult. Perhaps the most useful outcome of the Take 2 project, therefore, is a tool that will enable museums to make sense of online activity in relation to powerful outcomes like learning.
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TEAM MEMBERS: kris morrissey Jeff Grabill Bill Hart-Davidson Kirsten Ellenbogen Deborah Perry Troy Livingston Stacey Pigg Katie Wittenauer Beck Tench Alex Curio
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.
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TEAM MEMBERS: Tandy Warnow David Hillis Lauren Meyers Daniel Miranker Warren Hunt, Jr.
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.
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TEAM MEMBERS: Dean Cristol Christopher Andersen Lynn Sametz
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
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TEAM MEMBERS: Betsy James DiSalvo Kevin Crowley Roy Norwood
resource evaluation Media and Technology
Goodman Research Group, Inc. (GRG) conducted a summative evaluation of the second season of NOVA scienceNOW, the PBS series that explores cutting-edge scientific and technological innovation in real time. (GRG also served as the external evaluator for NOVA scienceNOW during Season One). In addition to the television series, WGBH-TV developed a companion website, a series of high school classroom activities, and a Science Cafe outreach initiative, designed to discuss, in non-academic environments, the latest developments in science. The Season Two evaluation included: 1) a viewer study
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TEAM MEMBERS: Karen Peterman Emilee Pressman Irene F Goodman WGBH
resource evaluation Media and Technology
Goodman Research Group, Inc. (GRG) conducted a summative evaluation of the first season of NOVA scienceNOW, the PBS series that explores cutting-edge scientific and technological innovation in real time. The evaluation included two primary components: 1) an evaluation of the television series, and 2) an evaluation of the outreach, which consisted of a companion website and a series of Science Cafes hosted around the country. GRG's evaluation was designed to assess the project's effectiveness in meeting its overall goal of engaging a variety of audiences more deeply with scientific research in
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resource evaluation Media and Technology
Produced by Twin Cities Public Television, St. Paul, MN, and sponsored by the National Science Foundation, SciGirls (SG) is a multimedia project for upper grade-school and middle-school tweens. Weekly half-hour episodes are tied in with web and outreach activities in the fields of science, technology and engineering. Multimedia Research, an independent evaluation group implemented a summative evaluation of the SG Season Two multimedia project. Fifth grade girls (N = 87) viewed three shows over three weeks. They could visit the SG website at any time but were required to visit and play a Pick'm
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TEAM MEMBERS: Barbara Flagg Twin Cities Public Television
resource evaluation Media and Technology
PERG conducted the formative and summative evaluations of Windows on Earth, a project led by the Center for Earth and Space Science Education (CESSE) at TERC. The project included numerous partners and contributors who focused on the development of the Windows on Earth software, exhibit and website, as well as four museums who participated in the development and evaluation process: Boston's Museum of Science, (MOS), the Smithsonian Air and Space Museum, (A&S), the St. Louis Science Center (SLSC), and the Montshire Museum of Science (MM) in Vermont. The project also coordinated some programming
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TEAM MEMBERS: Judah Leblang Joan Karp TERC Inc Jodi Sandler
resource evaluation Media and Technology
In 2008, the WGBH Educational Foundation, along with the Association of Computing Machinery, was awarded a grant from the National Science Foundation, Directorate for Computer and Information Science and Engineering, under the Broadening Participation in Computing Program (NSF 0753686). The purpose of the grant was to develop a major new initiative to reshape the image of computing among college-bound high school students. Based on its market research results, WGBH developed a website and other resources that were intended for use by teachers, parents and students. Concord Evaluation Group
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TEAM MEMBERS: Christine Paulsen WGBH
resource evaluation Media and Technology
The Take Two Institutional Research Study was an ethnographic case study of the contributions of Web 2.0 philosophy and technologies to museum practice and staff development at the Museum of Life and Science in Durham, North Carolina. It used a naturalistic methodology to investigate staff members' relationships with each other and their publics as the Museum developed and embraced a philosophy of Web 2.0 experimentation, shared authority, and co-creation. An important element in developing Web 2.0 culture at the Museum of Life and Science was leadership that encouraged experimentation and
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TEAM MEMBERS: Selinda Research Associates, Inc.. University of Washington Museum of Life and Science Eric Gyllenhaal Deborah Perry kris morrissey
resource evaluation Media and Technology
WGBH and the Materials Research Society (MRS) collaborated to create Making Stuff, a multi-faceted project about the all-encompassing role that materials play in shaping our lives. The project included a four-episode NOVA mini-series originally broadcast in January, 2011 that was hosted by NY Times columnist David Pogue, a large-scale national outreach campaign with collaborating partnerships funded in 20 locations, web pages on the NOVA website, and an online contest promoted and hosted on Facebook. Across all project components, the overarching goals were to enhance the general public's
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TEAM MEMBERS: Elizabeth Bachrach WGBH Laura Houseman Irene F Goodman