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resource research Media and Technology
With the success of open access publishing, Massive open online courses (MOOCs) and open education practices, the open approach to education has moved from the periphery to the mainstream. This marks a moment of victory for the open education movement, but at the same time the real battle for the direction of openness begins. As with the green movement, openness now has a market value and is subject to new tensions, such as venture capitalists funding MOOC companies. This is a crucial time for determining the future direction of open education. In this volume, Martin Weller examines four key
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TEAM MEMBERS: Martin Weller
resource research Media and Technology
While industries such as music, newspapers, film and publishing have seen radical changes in their business models and practices as a direct result of new technologies, higher education has so far resisted the wholesale changes we have seen elsewhere. However, a gradual and fundamental shift in the practice of academics is taking place. Every aspect of scholarly practice is seeing changes effected by the adoption and possibilities of new technologies. This book will explore these changes, their implications for higher education, the possibilities for new forms of scholarly practice and what
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TEAM MEMBERS: Martin Weller
resource project Media and Technology
The digital revolution has transformed how young people discover and pursue their interests; how they communicate with and learn from other people; and how they encounter and learn about the world around them. How can we identify best practices for incorporating new media technologies into learning environments in a way that resonates with youth, including their interests, goals, and the ways they use technology in their everyday lives? How do we resolve the need to document and recognize informal STEM learning and connect it to formal education contexts? What strategies can be developed for inspiring and tracking student progress towards the learning goals outlined in the Next Generation Science Standards (NGSS)? These questions are the underlying motivation for this CAREER program of research. Digital badges represent a specific kind of networked technology and have been touted as an alternative credentialing system for recognizing and rewarding learning across domains, both inside and outside of formal education contexts. While there is considerable enthusiasm and speculation around the use of digital badges, the extent to which they succeed at empowering learners and connecting their learning across contexts remains largely untested. This project seeks to fill this gap in knowledge. The approach taken for this program of study is a three phased design-based research effort that will be focused on four objectives: (1) identifying design principles and support structures needed to develop and implement a digital badge system that recognizes informal STEM learning; (2) documenting the opportunities and challenges associated with building a digital badge ecosystem that connects informal learning contexts to formal education and employment opportunities; (3) determining whether and how digital badges support learners' STEM identities; and (4) determining whether and how digital badges help learners to connect their informal STEM learning to formal education and employment opportunities. In Phase 1, an existing prototype created in prior work at Seattle's Pacific Science Center will be developed into a fully functional digital badge system. In Phase 2, the PI will also work collaboratively with higher education stakeholders to establish formal mechanisms for recognizing Pacific Science Center badges in higher education contexts. In Phase 3, the badge ecosystem will be expanded and students' use of and engagement with badges will be tracked as they apply to and enter college. The project involves high school students participating in the Discovery Corps program at the Pacific Science Center, undergraduate and graduate students at the University of Washington, and stakeholders in the K-12 and higher education community in Seattle. Educational activities integrated with this program of research will support: (1) mentoring University of Washington students throughout the project to develop their skills as practice-oriented researchers; (2) incorporating the research processes and findings from the project into university courses aimed at developing students' understanding of the opportunities and challenges associated with using new media technologies to support learning; and (3) using the research findings to develop educational outreach initiatives to support other informal STEM learning institutions in their use of digital badges.
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TEAM MEMBERS: Katie Davis
resource project Media and Technology
The Science Cartoon (Sci-Toons) initiative, an informal education program, was developed to engage STEM and non-STEM students and faculty in the creation of science animation. Housed within Brown University’s Science Center, Sci-Toons projects incorporate several students and faculty each semester from both STEM and non-STEM majors. Team members are provided with technical training in animation, storytelling, and scientific concepts. The Sci-Toons model is a new approach for communicating scientific research and concepts to a broad audience via storytelling, animation, high-quality multimedia, and art.
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TEAM MEMBERS: Oludurotimi Adetunji
resource project Media and Technology
"Ongoing collaboration-wide IceCube Neutrino Observatory Education and Outreach efforts include: (1) Reaching motivated high school students and teachers through IceCube Masterclasses; (2) Providing intensive research experiences for teachers (in collaboration with PolarTREC) and for undergraduate students (NSF science grants, International Research Experience for Students (IRES), and Research Experiences for Undergraduates (REU) funding); and (3) Supporting the IceCube Collaboration’s communications needs through social media, science news, web resources, webcasts, print materials, and displays (icecube.wisc.edu). The 2014 pilot IceCube Masterclass had 100 participating students in total at five institutions. Students met researchers, learned about IceCube hardware, software, and science, and reproduced the analysis that led to the discovery of the first high-energy astrophysical neutrinos. Ten IceCube institutions will participate in the 2015 Masterclass. PolarTREC teacher Armando Caussade, who deployed to the South Pole with IceCube in January 2015, kept journals and did webcasts in English and Spanish. NSF IRES funding was approved in 2014, enabling us to send 18 US undergraduates for 10-week research experiences over the next three years to work with European IceCube collaborators. An additional NSF REU grant will provide support for 18 more students to do astrophysics research over the next three summers. At least one-third of the participants for both programs will be from two-year colleges and/or underrepresented groups. "
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TEAM MEMBERS: Jim Madsen Silvia Bravo Gallart
resource research Media and Technology
Scratch is a “media-rich programming environment” recently developed by MIT’s Media Lab that “lets you create your own animations, games, and interactive art.” Although Scratch is intended to “enhance the development of technological fluency [among youths] at after-school centers in economically disadvantaged communities,” we find remarkable potential in this programming environment for higher education as well. We propose Scratch as a first language for first-time programmers in introductory courses, for majors and non-majors alike. Scratch allows students to program with a mouse
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TEAM MEMBERS: David Malan Henry Leitner