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resource research Media and Technology
Today’s standardized testing methods are too narrow for measuring 21st-century learning that occurs across time and diverse social contexts, from formal to informal and embodied to virtual. This paper uses the concept of “connected learning” to illustrate what 21st-century education involves; it then describes research methods for documenting this learning.
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TEAM MEMBERS: Jean Ryoo
resource research Media and Technology
One challenge in scaling up effective educational programs is how to adjust implementation to local contexts. One solution that the authors Penuel, Fishman, Cheng, and Sabelli propose is “design-based implementation research,” (DBIR) in which researchers and practitioners collaboratively identify problems and strategies during implementation while learning from this process to support innovations in new contexts.
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TEAM MEMBERS: Jean Ryoo
resource evaluation Media and Technology
Plum Landing (https://pbskids.org/plumlanding/) is produced by WGBH Educational Foundation (http://wgbh.org), the Public Broadcasting Service affiliate based in Boston, MA. The website, Plum Landing, follows the adventures of an animated space alien, named Plum, after her spaceship crash-lands on Earth. With funding from the National Science Foundation, the Corporation for Public Broadcasting, The Kendeda Fund, and the Northern Research Station, Forest Service, U.S. Department of Agriculture. WGBH worked closely with a panel of science advisors to create an “innovative, environmental science
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TEAM MEMBERS: Concord Evaluation Group Christine Paulsen Sara Greller
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
resource research Media and Technology
This is the first report in a series on game “impact types.” We begin with the problem. Our field needs a better way to talk about impact — a deeper conversation that is more fundamentally inclusive and multi-disciplinary, yet still evidence-based. This report is a first step, revealing the basic fragmentation and documenting its harm. Not just beginners, but our best journals and public awards can inadvertently overlook full categories of impact, and disagree on what evidence looks like. Creativity is too easily and unhealthily pitted against impact design. Even the language of “double-blind
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TEAM MEMBERS: Benjamin Stokes Nicole Walden Gerad O'Shea Francesco Nasso Giancarlo Mariutto Asi Burak
resource research Media and Technology
Project Exploration’s week-long summer Environmental Adventurers program immersed eleven Chicago Public School middle and high school students into the world of urban bees and biodiversity research. We employed a place-based approach to ground learning experiences and exploration within uniquely urban spaces. Students used mobile technology to explore the environment, document native bees, and engage in authentic fieldwork research and data analysis. Students maximized the potential of the technology in ways that forced program leaders to rethink the potential of mobile technology as an
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TEAM MEMBERS: Jameela Jafri Gabrielle Lyon Stephanie Madziar Rebecca Tonietto Project Exploration Chicago Botanic Garden Northwestern University
resource research Media and Technology
This book is an inspirational message about what is possible and practical in the name of learning through mobile media. We present stories from a diverse set of educators, a microcosm of the landscape of mobile media learning. Each author has found a way to create something new and beautiful in their own world. And though their results are exceptional, their surroundings are not. Most are not experts in high-technology, nor highly equipped. They get as far as they do by using what is at hand, in part by making use of accessible, free and open source software. To provide both a deeper look
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TEAM MEMBERS: Christopher Holden Seann Dikkers John Martin Breanne Litts
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
This project engages members of racially and economically diverse communities in identifying and carrying out environmental projects that are meaningful to their lives, and adapts technology known as NatureNet to assist them. NatureNet, which encompasses a cell phone app, a multi-user, touch-based tabletop display and a web-based community, was developed with prior NSF support. Core participants involved in programs of the Anacostia Watershed Society in Washington, D.C., and Maryland, and the Reedy Creek Nature Preserve in Charlotte, NC, will work with naturalists, educators, and technology specialists to ask scientific questions and form hypotheses related to urban waterway restoration and preservation of native species. They will then collect and analyze data using NatureNet, requesting changes to the technology to customize it as needed for their projects. Casual visitors to the nature centers will be able to interact with the environmental projects via the tabletop, and those who live farther away will be able to participate more peripherally via the online community. The research project, led by researchers from the University of Maryland, College Park, with collaborators from the University of North Carolina, Charlotte, and the University of Colorado, Boulder, will provide answers to two questions: 1) How do community-driven informal environmental learning projects impact participants, including their motivation to actively participate in science issues via technology and their disposition toward nature preserves and scientific inquiry? and 2) What are the key factors (e.g., demographic composition of participants, geographical location) that influence the development of community-driven environmental projects? Researchers will gather extensive qualitative and quantitative data to understand how community projects are selected and carried out, how participants approach technology use and adaptation, and how informal learning and engagement on STEM-related issues can be fostered over a period of several months and through iterative project cycles. Data will be collected through motivation questionnaires; focus groups; interviews; tabletop, mobile, and website interaction logs; field notes from participatory design and reflection sessions; and project journals kept by nature preserve staff. Through extensive research, iterative design, and evaluation efforts, researchers will develop an innovative model for community-driven environmental projects that will deepen informal science education by demonstrating how members of diverse communities connect environmental knowledge and scientific inquiry skills to the practices, values, and goals of their communities, and how technology can be used to facilitate such connections.
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TEAM MEMBERS: Tom Yeh Mary Lou Maher Jennifer Preece Tamara Clegg Carol Boston
resource project Media and Technology
This RAPID proposal was submitted in response to the NSF Dear Colleague letter soliciting proposals related to research addressing the Ebola challenge. The PBS NewsHour will produce 8 Television reports and Web coverage of scientists, engineers, mathematicians, and computer and technology experts as they apply their knowledge to tackling the Ebola virus. The programs will be distributed nationally through PBS, the NewsHour website, and multiple social media channels reaching a large national audience. The public needs to be kept informed about the research into Ebola in a way that is understandable to a broad general audience. Current news reports focus primarily on the immediate crisis of the victims and medical personnel while less so on the science of Ebola. The NewsHour programs will instead help people learn about the non-medical, non-clinical care research that can help lead to solutions about Ebola; information that may also be applicable to similar diseases. The videos and web content will show and explain the scientific work being done by some of the leading scientists, engineers, computer experts and big data gatherers. These researchers' stories and work will be told in ways that will be engaging to a large and diverse audience, increasing their knowledge of the scientific, engineering, and mathematical/computer data/modeling work that is critical to solving the Ebola crisis. The PBS NewsHour has significant reach through its nightly national broadcasts, its website, and its large social media following. Over 300 PBS stations broadcast the program each week night reaching 1.4 million people (11% African American and 51% female). The website has 3.8 million unique visitors and there are 575,000 Twitter followers. In addition over 1.5 million registered teachers use the PBS NewsHour educational materials. The videos and transcripts will be consolidated on the NewsHour website where they will exist permanently providing a resource for the public and researchers.
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TEAM MEMBERS: Patti Parson
resource project Media and Technology
This cooperative agreement will support a program of targeted outreach, professional development and national visibility for libraries and museums as important, community-based venues for student/youth game development and STEM learning. IMLS will provide financial support amounting to $100,000 for work over the Project period of January 1, 2013 to December 31, 2013. as part of this key learning and development phase, we will conduct activities including targeted outreach, professional development, youth workshops, national promotion and documentation/evaluation.
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TEAM MEMBERS: Michael Levine
resource research Media and Technology
This presentation was part of the "ISE Learning Research and Evaluation" dyad at the 2015 CAISE Convening on Broader Impacts + Informal Science Education held in Arlington, VA on April 7-8. The presentation describes the difference between research and evaluation, highlights from informal science education (ISE) findings in the learning sciences, research and evaluation highlights, and potential research and evaluation questions.
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