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resource project Media and Technology
WGBH Educational Foundation is requesting funds to produce 20 new shows and new outreach and Web activities for "ZOOM," which will be renamed "Hot Seat." "Hot Seat" is a daily half-hour PBS television series targeted to kids ages 8 to 11. Uniquely by and for kids, the program gives its viewers a chance to explore, to experiment and to share their creativity. The series, along with its far-reaching outreach, offers its audience an innovative curriculum that promotes the acquisition of basic math and science knowledge and the development of problem solving skills called "Habits of Mind." The intended impacts are to: (1) establish a project that uniquely integrates television, the Web and outreach as a model for how media can teach science and math; (2) engage kids and teach them science and math content and process skills; (3) provide curriculum and professional development to organizational partners. Innovation includes developing three new content areas for the series -- Invention, Space Science and Earth Science -- and evolving the project design by incorporating new production techniques that enhance the "reality factor" of the science programming. Outreach for the project will include printed materials for kids, families and educators. A new collaborative partnership is being developed with the American Library Association to help distribute the new afterschool curricula to librarians across the country. "Hot Seat" will support the existing network of "ZOOM" outreach partners and convert the museum "ZOOMzones" to "Hot Seat Spots." "ZOOM" currently is carried by 269 public broadcasting stations and is viewed by 4 million children each week.
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TEAM MEMBERS: Kate Taylor
resource project Media and Technology
Educational Broadcasting Corporation (WNET New York) is producing twelve new programs for the third season of Cyberchase, the first national math series for children in over a decade. The daily, half-hour programs currently are viewed by over 1.5 million viewers for each broadcast. The associated website has had over 140 million page views. Summative evaluation of previous seasons has determined that Cyberchase increases children's positive attitudes about mathematics as well as their content comprehension and confidence in their problem-solving skills. In the third season the content of Cyberchase will be enriched by the addition of more complex mathematics concepts. Grouped by their related NCTM standard, these include: Number & Operations: Percent, Zero, Mixed Number Fractions, Factoring Geometry: Circles, Perspective, Tessellations, Navigation: Angles and Distance Algebra: Body Math (Ratio & Proportion); Mathematical Modeling Data Analysis and Probability: Experimental Probability, Stem & Leaf Plots Reasoning & Proof: Reasoning Representation: Drawing to Scale During the third season WNET also will upgrade the web site to offer more math challenges to frequent visitors and will create math games with varying levels of complexity and challenge to provide more learning opportunities and to bring children back online more often. In addition, WNET will intensify the project outreach to key constituencies through an integrated campaign of community outreach, materials and promotion.
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TEAM MEMBERS: Sandra Sheppard Carey Bolster Michael Templeton Barbara Flagg
resource project Media and Technology
The Educational Broadcasting Corporation (WNET) is producing 13 half-hour animated television programs to engage youth aged 8-11 in the fun and challenge of mathematics. Cyberchase will encourage viewers to develop and sustain positive attitudes toward mathematics, help increase their mathematics knowledge and skills, and actively involve them in mathematical reasoning and problem solving. The premise of the series is that a dastardly fiend is on a mission to take over cyberspace. Three youngsters are summoned into the cyberworld to stop him. Their only weapon: BRAIN POWER! Repeatedly, the young heroes find themselves in danger and must use math and logic to escape. In addition to the television series, Cyberchase materials and outreach will continue to involve children in mathematics. Outreach components include: A web component that provides mathematical activities and content 100,000 free copies of a Cyberchase magazine An insert in the 4th grade edition of Weekly Reader - reaching 30,000 teachers and 800,000 children. Teachers guide to facilitate classroom use of the series The incorporation of Cyberchase activities into the afterschool and weekend programs of Boys & Girls Clubs, the Urban League, and the AAAS Black Church Project The PI and Co-Executive Producer for the project is Sandra Sheppard, WNET's Director of Educational Video. The Co-Content Directors are Cary Bolster, Director of PBS Mathline's K-12 projects, and Michael Templeton, former Content Director of "The Magic School Bus." The Co-Executive Producer will be Kristin Martin, formerly Executive Producer for "The Magic School Bus." Advisors to the project include Glenda Lappan, Frances Curcio, Joel Schneider, Solomon Garfunkel, Laura Jeffers, Jimmie Rios, Susan Markowitz, Virginia Thompson, Simon Graty, Cyrilla Hergenham, Kay Gilliland, and Deborah Anne Robertson.
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TEAM MEMBERS: Sandra Sheppard Michael Templeton Barbara Flagg
resource project Media and Technology
The Educational Broadcasting Corporation (WNET, New York) is producing 14 half-hour episodes of "Cyberchase," with accompanying outreach, to extend the new animated television series into a second season. " Cyberchase," which began airing on PBS in January, 2002, engages children ages eight to eleven years old in the fun and challenge of mathematics. Its goal is to demonstrate the usefulness of mathematics and empower children to become mathematical problem-solvers by fostering a positive attitude toward mathematics, reinforcing basic mathematics concepts, modeling reasoning skills and motivating children to approach mathematics with confidence. The funds will also support the design and implementation of an outreach program, including materials for parents; a workshop activity kit for schools, libraries and museums; and ten pilot after-school programs. Specifically, outreach components include: A web component that provides mathematical activities and content for the target audience and their parents; A 12-page Cyberchase Magazine (50,000 copies); A 20-page Teacher's Guide (15,000 copies); Collector Cards (50,000 sets of six cards each); and a Poster Peer review, extensive evaluation and a national advisory board will inform all components.
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TEAM MEMBERS: Sandra Sheppard Carey Bolster Michael Templeton Barbara Flagg
resource project Media and Technology
Kinetic City After School is a two-year project that will produce a web-based after-school program for children ages 9-11. The on-line adventure will enable users to enter a virtual universe where a computer virus (Deep Delete) systematically attacks a new area of science each month (analogous to one of the 12 Project 2061 Benchmarks for Science Literacy). As students battle the virus, they learn Benchmarks learning goals. Each unit invites children to think about the problem, take action and reflect on their experience. The activities accommodate different learning styles and are supplemented by live audio chats with scientists and a self-assessment enables students to earn Kinetic City Power Points. Power Points can be donated to after school programs without computers and Internet access. These sites may in turn, exchange their accumulated Power Points to obtain computers, Internet service and a site license for "Kinetic City After School." Although the program is web-based, most of the activity extensions are done off-line. "Kinetic City After School" will be introduced to after-school sites with a two-day training workshop, with follow-up via phone meetings and site visits. Supporting materials will include a Leader Guide, Journal and Kinetic City Home Crew activity pages for use in the home.
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TEAM MEMBERS: Robert Hirshon
resource project Media and Technology
This project will develop a comprehensive Space Weather Outreach program to reach students, educators, and other members of the public, and share with them the discoveries from this scientific discipline. The Space Science Institute will capitalize on its prior successes and the success of other education programs to develop a comprehensive and integrated program that has the following five components: (1) the Space Weather Center website that includes online educational games; (2) Small Exhibits for Libraries, Shopping Malls, and Science Centers; (3) After-School Programs; (4) Professional Development Workshops for Educators, and (5) an innovative Evaluation and Education Research project. Its overarching goal is to inspire, engage, and educate a broad spectrum of the public and make strategic and innovative connections between informal and K-12 education communities. Partners include UC Berkeley's Space Sciences Laboratory; the American Library Association; Macerich: a mall developer with nationwide impact; and the Math, Engineering, Science Achievement program. The project brings together a creative collaboration between exhibit designers, graphic artists, formal/informal educators, and research scientists. The project spans a full spectrum of science communication strategies (formal, informal, and public outreach). The evaluation part of the project will examine how well the project elements work together and a pilot research study will explore the efficacy of online digital games for communicating complex space weather content. Results will be published and the findings presented at professional meetings and online. The three-year project is expected to impact well over two million people, including exhibit and website visitors and outreach visitors at various venues such as libraries and malls.
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TEAM MEMBERS: Paul Dusenbery James Harold Lisa Curtis Brad McLain
resource project Media and Technology
A recent report by the Association for Computing Machinery estimates that by decade's end, half of all STEM jobs in the United States will be in computing. Yet, the participation of women and underrepresented groups in post-secondary computer science programs remains discouragingly and persistently low. One of the most important findings from research in computer science education is the degree to which informal experiences with computers (at many ages and in many settings) shape young people's trajectories through high school and into undergraduate degree programs. Just as early language and mathematics literacy begins at home and is reinforced throughout childhood through a variety of experiences both in school and out, for reasons of diversity and competency, formal experiences with computational literacy alone are insufficient for developing the next generation of scientists, engineers, and citizens. Thus, this CAREER program of research seeks to contribute to a conceptual and design framework to rethink computational literacy in informal environments in an effort to engage a broad and diverse audience. It builds on the concept of cultural forms to understand existing computational literacy practices across a variety of learning settings and to contribute innovative technology designs. As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds new approaches to and evidence-based understanding of the design and development of STEM learning in these settings. This CAREER program of research seeks to understand the role of cultural forms in informal computational learning experiences and to develop a theoretically grounded approach for designing such experiences for youth. This work starts from the premise that new forms of computational literacy will be born from existing cultural forms of literacy and numeracy (i.e., for mathematical literacy there are forms like counting songs -- "10 little ducks went out to play"). Many of these forms play out in homes between parents and children, in schools between teachers and students, and in all sorts of other place between friends and siblings. This program of study is a three-phased design and development effort focused on key research questions that include understanding (1) how cultural forms can help shape audience experiences in informal learning environments; (2) how different cultural forms interact with youth's identity-related needs and motivations; and (3) how new types of computational literacy experiences based on these forms can be created. Each phase includes inductive research that attempts to understand computational literacy as it exists in the world and a design phase guided by concrete learning objectives that address specific aspects of computational literacy. Data collection strategies will include naturalist observation, semi-structured, and in-depth interviews, and learning assessments; outcome measures will center on voluntary engagement, motivation, and persistence around the learning experiences. The contexts for research and design will be museums, homes, and afterschool programs. This research builds on a decade of experience by the PI in designing and studying computational literacy experiences across a range of learning settings including museums, homes, out-of-school programs, and classrooms. Engaging a broad and diverse audience in the future of STEM computing fields is an urgent priority of the US education system, both in schools and beyond. This project would complement substantial existing efforts to promote in-school computational literacy and, if successful, help bring about a more representative, computationally empowered citizenry. The integrated education plan supports the training and mentoring of graduate and undergraduate students in emerging research methods at the intersection of the learning sciences, computer science, and human-computer interaction. This work will also develop publically available learning experiences potentially impacting thousands of youth. These experiences will be available in museums, on the Web, and through App stores.
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TEAM MEMBERS: Michael Horn
resource research Media and Technology
The focus of this paper is to turn our attention to the arts as an understudied area within the computer-supported collaborative learning community and examine how studying the learning of arts and programming can open new avenues of research. We document, describe, and analyze urban youths’ media arts practices within the context of the design studio, particularly by focusing on how collaboration, computation, and creativity play out within this context. We utilize a mixed methods design that draws upon three approaches: (1) participant observations; (2) media arts object analyses; and (3)
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai