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resource research Media and Technology
As hypermedia, online teacher professional development (TPD) should ideally support diverse learners to work with online content effectively because it involves multiple representations and a nonlinear format. Differences among participants in motivation and learning provide challenges for design. The present study is a use-inspired, mixed-method study of 164 teachers' motivation and learning in an unmoderated online workshop. It addresses participants' demographic and motivational profiles, participation in this type of workshop (e.g., the frequency, duration, and focus, as well as their work
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TEAM MEMBERS: K. Renninger Ming Cai Mark Lewis Margot Adams Katherine Ernst
resource research Media and Technology
Successful online students must learn and maintain motivation to learn. The Self-regulation of Motivation (SRM) model (Sansone and Thoman ) suggests two kinds of motivation are essential: Goals-defined (i.e., value and expectancy of learning), and experience-defined (i.e., whether interesting). The Regulating Motivation and Performance Online (RMAPO) project examines implications using online HTML lessons. Initial project results suggested that adding usefulness information (enhancing goals-defined motivation) predicted higher engagement levels (enhancing experience), which in turn predicted
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TEAM MEMBERS: Carol Sansone Tamra Fraughton Joseph Zachary Jonathan Butner Cecily Heiner
resource research Media and Technology
This paper identifies the need for developing new ways to study curiosity in the context of today's pervasive technologies and unprecedented information access. Curiosity is defined in this paper in a way which incorporates the concomitant constructs of interest and engagement. A theoretical model for curiosity, interest and engagement in new media technology-pervasive learning environments is advanced, taking into consideration personal, situational and contextual factors as influencing variables. While the path associated with curiosity, interest, and engagement during learning and research
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TEAM MEMBERS: Marilyn Arnone Ruth Small Sarah Chauncey H. McKenna
resource research Media and Technology
This book reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential.
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TEAM MEMBERS: National Research Council
resource research Media and Technology
Modern zoological gardens have invested substantial resources in technology to deliver environmental education concepts to visitors. Investment in these media reflects a currently unsubstantiated belief that visitors will both use and learn from these media alongside more traditional and less costly displays. This paper proposes a model that identifies key factors theorized to influence the likelihood of visitors engaging in technology-delivered media. Using data from two case studies of large National Science Foundation-funded projects in zoos, the authors argue key factors in predicting
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TEAM MEMBERS: Elizabeth Dantor Joe E Heimlich Betty Dunckel Chris Myers
resource research Media and Technology
Over many decades, science education researchers have developed, validated, and used a wide range of attitudinal instruments. Data from such instruments have been analyzed, results have been published, and public policies have been influenced. Unfortunately, most science education instruments are not developed using a guiding theoretical measurement framework. Moreover, ordinal-level attitudinal data are routinely analyzed as if these data are equal interval, thereby violating requirements of parametric tests. This paper outlines how researchers can use Rasch analysis to develop higher quality
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TEAM MEMBERS: William Boone J. Scott Townsend John Staver
resource research Media and Technology
Science education researchers increasingly focus on the use of controversial science topics in the classroom to prepare students to make personal and societal decisions about these issues. However, researchers infrequently investigate the diverse ways in which students learn about controversial science topics outside the classroom, and how these interact with school learning. Therefore, this study uses qualitative, ethnographic research methods to investigate how 20 high school students attending a New York City public school learn about a particular controversial science topic-HIV/AIDS-in
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TEAM MEMBERS: Jennie Brotman Felicia Moore Mensah Nancy Lesko
resource research Media and Technology
In both formal and informal settings, not only science but also views on the nature of science are communicated. Although there probably is no singular nature shared by all fields of science, in the field of science education it is commonly assumed that on a certain level of generality there is a consensus on many features of science. In this paper, it will be argued that because of their focus on unifying items and their ignoring of the actual heterogeneity of science, it is questionable whether such consensus views can fruitfully contribute to the aim of science communication, i.e., to
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TEAM MEMBERS: Esther Dijk
resource project Media and Technology
Painting with Natural Selection is an interactive installation that uses evolution and scientific experimentation to create an artistic experience. Painting is the second phase of a larger art and science project that explores the relationship between evolution and reproduction. Phase I was building custom software that simulates virtual organisms growing, reproducing and evolving - Evorepro. Evorepro was funded by a Science Education Partnership Award led by Dr. John A. Pollock at Duquesne University. Painting was funded by a Spark Award from the Sprout Fund. In Painting, kids influence the evolution of simulated bacteria by changing their virtual environment. The experience allows kids to get creative right away as they develop an intuitive understanding of the ebb and flow of evolutionary processes. The virtual organisms respond and evolve in real-time creating a visceral connection between the individual and their impact in the virtual world that leads to an awareness of our footprint in our real world and wonder at life's adaptability.
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TEAM MEMBERS: Carnegie-Mellon University Joana Ricou
resource project Media and Technology
Funded jointly by the Institute of Museum and Library Services (IMLS) and the MacArthur Foundation, in partnership with the and Association of Science-Technology Centers (ASTC) and Urban Libraries Council (ULC), Learning Labs in Libraries and Museums supports the planning and design of 24 learning labs in libraries and museums nationwide. The inaugural cohort of 12 sites ran from January 2012 to June 2013, and a second cohort of 12 additional sites began in January 2013 and will extend through June 2014. In addition to the primary awardees, most grants included additional institutional partners, resulting in a rich community including over 100 professionals from approximately 50 participating organizations (libraries, museums, universities, and community-based organizations). The labs are intended to engage middle- and high-school youth in mentor-led, interest-based, youth-centered, collaborative learning using digital and traditional media. Inspired by YOUmedia, an innovative digital space for teens at the Chicago Public Library, as well as innovations in science and technology centers, projects participating in Learning Labs are expected to provide prototypes for the field based on current research about digital media and youth learning, and build a "community of practice" among the grantee institutions and practitioners interested in developing similar spaces.
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TEAM MEMBERS: Association of Science-Technology Centers Margaret Glass Amy Eshelman Korie Twiggs
resource research Media and Technology
Digital media and technology have become culturally and economically powerful parts of contemporary middle-class American childhoods. Immersed in various forms of digital media as well as mobile and Web-based technologies, young people today appear to develop knowledge and skills through participation in media. This MacArthur Report examines the ways in which afterschool programs, libraries, and museums use digital media to support extracurricular learning. It investigates how these three varieties of youth-serving organizations have incorporated technological infrastructure and digital
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TEAM MEMBERS: Joan Ganz Cooney Center Becky Herr-Stephenson Diana Rhoten Dan Perkel Christo Sims
resource project Media and Technology
This website is set up to provide easy to use tips to design, implement and assess the quality of evaluations on programs and projects to improve the quality, quantity and diversity of the STEM workforce. However, most of the tips and other information can be of use to a broad range of researchers and evaluators and those who fund them.
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TEAM MEMBERS: Science Museum of Minnesota Eric Jolly Patricia Campbell Tom Kibler