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resource project Media and Technology
Serial Passage: AIDS, Race, and Culture is a multi-part documentary series. The Long-term goals are: 1) to produce a documentary series exploring the specific and devastating impact of H.I.V./AIDS upon Africans and African-Americans; and 2) to create a heightened understanding of the need for H.I.V. prevention among the high-risk group of young, inner-city African-Americans who've so far proved unresponsive to available public health information. Specific Aims: 1) To deconstruct the racial stigma of AIDS, and scientifically confront the conspiracy theories which are firmly linked to the disease in black America, and in Africa; and 2) to work with an inner-city high school science class, actively involving them in the making of the series. Research Design and Methods: 1) To document on film the process of scientific inquiry which led two prominent researchers to their theory on the origin of AIDS; 2) To document on film the social impact of H.I.V/AIDS upon specific African countries, including Uganda and South Africa, and upon African-American communities in the United States; 3) To periodically screen footage of the documentary for the high school class and conduct videotaped discussions between the students and the scientists throughout one academic year; and 4) To give the students a videotaped questionnaire at the beginning and end of the year designed to measure how much they learn about AIDS and its impact upon their particular community.
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TEAM MEMBERS: Claudia Pryor David Guilbault
resource project Media and Technology
MEDMYST: Dissemination Phase II A Phase I grant, The Reconstructors Investigate Medical Mysteries, from the National Center for Research Resources (R25 RR15295) funded the creation and field-test of innovative web-based materials targeted for middle school students. The product has come to be known as MEDMYST.It is an episodic adventure series with accompanying classroom activities focusing on infectious diseases and the microbes that cause them. The MEDMYST materials consist of: a) web adventures; b) classroom activities; c) MEDMYST Magazine--all designed to engage students in problem-solving activities not likely to be encountered elsewhere. Each of these components is available free of charge on the web site (http://medmyst.rice.edu) and all components are aligned with the National Science Education Content Standards. An extensive field test involving over 700 students from 9 different schools tested the efficacy of these materials. The results, accepted for publication in American Society for Microbiology's Microbiology Education journal, indicated significant learning gains with exposure to the Internet component of the materials. In this Phase II application, the goals are: 1) To create a network of MEDMYST Dissemination Partners and Lead Teachers whose expertise and training will continue beyond the SEPA funding. 2) To amplify teaching of Infectious Disease related concepts though MEDMYST in middle school classrooms by training a minimum of 1200 teachers, who will teach approximately 150,000 students over a two-year period. 3) To evaluate the impact of MEDMYST teacher training and document the adoption process in classrooms. 4) To continue to promote MEDMYST in a variety of educational settings, such as homes, after-school programs, museums, and with links from other web sites. To accomplish these goals, we have formed partnerships with the University of Washington Educational Outreach, The Minnesota Science Museum, the John P. McGovern Museum of Health ad Medical Science, and the American Society for Microbiology.
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TEAM MEMBERS: Leslie Miller Janice Mayes
resource project Media and Technology
The Internet, specifically the World Wide Web (WWW), has the potential to deliver science education materials directly to classrooms, media centers, libraries and homes. The current application seeks to use this new technology through a collaborative effort of an active scientist and a group of middle school science teachers to develop, disseminate and evaluate educational materials related to neuroscience for use in middle school science classes. This project attempts to introduce new technologies into the science classroom, extend science education to include the information superhighway and increase parental involvement in their children's education. Materials will be integrated with the existing middle school science curriculum and will include l) on-line and off-line experiments and activities covering a range of topics in neuroscience, 2) a "virtal neuroscience laboratory", 3) an Internet neuroscience resource list and 4) a "Neuroscientist Network" consisting of active neuroscientists around the world who will serve as experts answering student questions. All activities will be designed will attention to being self-paced, hands-on, entertaining and to involve Cooperative learning. Both quantitative and qualitative methods will be used to evaluate the usage of the Intemet Neuroscience Resource. It is hoped that this project will serve as a model to other scientists and teachers and to encourage them to develop Internet resources in their own areas of expertise for use in the classroom.
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TEAM MEMBERS: Eric Chudler
resource project Media and Technology
This project will disseminate neuroscience materials to secondary school science teachers via a CD-ROM. These materials will be evaluated to 1) determine changes in student attitudes toward science; 2) to assess changes in student knowledge of neuroscience concepts and 3) to quantify how students and teachers are using the Internet Neuroscience Resource ("Neuroscience for Kids"). The Scientific Attitude Inventory-II will be used to evaluate middle school student attitudes toward science before and after exposure to the Neuroscience Resource. Pretesting and posttesting of middle school students will be performed to evaluate content knowledge of neuroscience-related concepts and principles. Questions that comprise the content evaluation inventory will be based on the guidelines and benchmarks established by the American Association for the Advancement of Science, the National Research Council, and the National Science Teachers Association. Prior to general distribution, pretests and posttests for both attitude and content knowledge will be evaluated for validity and reliability with pilot group of middle school students. An Internet version of the Neuroscience Resource will continue to be developed.
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TEAM MEMBERS: Eric Chudler
resource project Media and Technology
The Massachusetts Linking Experiences and Pathways Follow-on (M-LEAP2) is a three-year longitudinal empirical research study that is examining prospectively how early formal and informal STEM education experiences are related to gender-based differences in STEM achievement-related choices in middle and high school. M-LEAP2 serves as a complement to - and extension of - a prior NSF-funded study, M-LEAP, which was a largely quantitative research study that followed overlapping cohorts of 3rd - 6th grade female and male students for three years. M-LEAP surveyed over 1,600 students, 627 student-parent pairs, and 134 second parents in 8 diverse public schools across Massachusetts. In contrast, M-LEAP2 is a heavily qualitative three-year study using in-depth interviews with a diverse range of 72 of these students and their families to study how formal and informal science experiences shape the students' science-related beliefs, interests, and aspirations as they progress though middle and high school.
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TEAM MEMBERS: Goodman Research Group, Inc. Victor van den Bergh Irene Goodman Karen Gareis Danielle Smith
resource research Media and Technology
This Barron and Bell article provides a foundational overview for how “cross-setting learning” can equitably engage all youth across formal and informal educational contexts. The paper offers: 1) a review of research; 2) descriptions of supports and challenges to cross-setting learning, including learner interest and identity; and 3) suggestions for research and assessments that capture learning for underrepresented youth.
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TEAM MEMBERS: Jean Ryoo
resource research Media and Technology
This Stocklmayer, Rennie, and Gilbert article outlines current challenges in preparing youth to go into science careers and to be scientifically literate citizens. The authors suggest creating partnerships between informal and formal education to address these challenges in school.
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TEAM MEMBERS: Jean Ryoo
resource research Media and Technology
The Open University's "Innovating Pedagogy Report" is an example of exploring innovative topics while giving oneself permission to be a bit less academic. In the report, authors choose 10 topics and write several pages on each, deliberately avoiding citing papers and supporting each individual point. This third report proposes ten innovations that are already in currency but have not yet had a profound influence on education. You can see a summary of each innovation at the menu on the right. Please contribute your comments on the report and the innovations.
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TEAM MEMBERS: Mike Sharples Anne Adams Rebecca Ferguson Mark Gaved Patrick McAndrew Bart Rienties Martin Weller Denise Whitelock
resource project Media and Technology
The long-term goal is to broaden our model program that currently targets African-American populations in the national capital area. The aim of the program is to: a) educate junior and senior high students and elementary school teachers directly; and b) provide opportunities for exploration of health-related sciences for the public at large (via an interactive website) so that topics in the biomedical sciences become "friendly and familiar" rather than the existing stereotype that science is erudite, obtuse, and incomprehensible. Specific objectives: (A) Design hands-on experiences in science laboratories and opportunities to interact with scientists in the setting of a sophisticated research institute; especially target under-represented minorities, students from inner city schools and other local schools where science opportunities may be limited. This will include junior and high school students, elementary school teachers, as well as interactions with Children's Museum and other similar organizations. (B) Set up interactive web-based informatics to include: i) a system where high school students could refine the question they are posing for science projects by discussing it with a professional scientist; ii) a general "ask-the-expert" site for science and health issues; iii) a reference site containing the detailed experimental protocols for student experiments; and iv) an interactive resource to aid teachers throughout the U.S. to establish contacts with scientists. The goal of this project is to extend the reach of current health science programs that are targeted to females, African-American junior and senior high school students, and elementary school teachers, located in the Washington, D.C., metropolitan area. The project includes laboratory apprenticeships, student mentoring, and an interactive website to help students and teachers establish contact with scientists nationwide.
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TEAM MEMBERS: Marti Jett Debra Yourick
resource research Media and Technology
Mobile technology can be used to scaffold inquiry-based learning, enabling learners to work across settings and times, singly or in collaborative groups. It can expand learners’ opportunities to understand the nature of inquiry whilst they engage with the scientific content of a specific inquiry. This Sharples et al. paper reports on the use of the mobile computer-based inquiry toolkit nQuire. Teachers found the tool useful in helping students to make sense of data from varied settings.
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TEAM MEMBERS: Heather King
resource research Media and Technology
This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal and informal education. It presents cutting-edge research and design work on a new generation of "body-centric" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and
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TEAM MEMBERS: Utah State University Victor Lee
resource project Media and Technology
Dinosaur Island is a 3D computer simulation with herds of sauropods and ceratopsians, flocks of pteranodons, hunting packs of carnivores and authentic plants and trees from over 65 million years ago all controlled by the user. You can think of Dinosaur Island as a digital terrarium in which a balance between the species and their diets must be maintained or the ecosystem will collapse. It is up to the user to determine how many and what kinds of dinosaurs and plants populate the island. Start off simple with just a few sauropods and some plants; but you better make sure that those big plant-eaters have the right food to eat. Did you know that many of the plants from the Jurassic were poisonous? You also need to make sure that there are some carnivores around to keep those sauropod herds in check; otherwise they will quickly outstrip their food supplies. Dinosaur Island is an Adventure: Yes, it is a bit like those famous movies because you can take 'photographs' of your dinosaurs, save them, post them and share them with your friends (you can even 'name' your dinosaurs, 'tag' them and track them throughout their lives). You will be able to walk' with the dinosaurs without being trampled under their giant feet. You will be able to follow along when a female T-Rex goes out to hunt without fear of becoming dinner for her family. You will be able to 'garden' by 'planting' vegetation where you like and watch the plants grow over time. Dinosaur Island is Educational: Our reputation – both in our 'serious games' and our contracted simulations – is for historical accuracy. All of our computer games, serious games and simulations are meticulously researched. Dinosaur Island will also include an extensive hyperlinked interactive 'booklet' about the dinosaurs that live on Dinosaur Island, their habitat and the plants and vegetation that grow there. Designasaurus, the game that we created in 1987, was named Educational Game of the Year. We will exploit the computer environment that is now available (more memory and faster machines allow for 3D rendering) to make Dinosaur Island even more of an immersive educational experience. Dinosaur Island is Fun: Playing with herds of dinosaurs is just good fun. You can 'pick them up' and move them around, plant crops for them to eat or you can even 'get inside' a dinosaur and control its actions. Regardless of your age, Dinosaur Island is guaranteed to be hours of fun.
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TEAM MEMBERS: Ezra Sidran