Investigators from the MIT Media Lab will develop and study a new generation of the Scratch programming platform, designed to help young people learn to think creatively, reason systematically, and work collaboratively -- essential skills for success in the 21st century. With Scratch, young people (ages 8 and up) can program their own interactive stories, games, animations, and simulations, then share their creations with others online. Young people around the world have already shared more than 1 million projects on the Scratch community website (http://scratch.mit.edu). The new generation, called Scratch 2.0, will be fully integrated into the Internet, so that young people can more seamlessly share and collaborate on projects, access online data, and program interactions with social media. The research is divided into two strands: (1) Technological infrastructure for creative collaboration. With Scratch 2.0, people will be able to design and program new types of web-based interactions and services. For example, they will be able to program interactions with social-media websites (such as Facebook), create visualizations with online data, and program their own collaborative applications. (2) Design experiments for creative collaboration. As the team develops Scratch 2.0, they will run online experiments to study how their design decisions influence the ways in which people collaborate on creative projects, as well as their attitudes towards collaboration. This work builds on a previous NSF grant (ITR-0325828) that supported the development of Scratch. Since its public launch in 2007, Scratch has become a vibrant online community, in which young people program and share interactive stories, games, animations, and simulations - and, in the process, learn important computational concepts and strategies for designing, problem solving, and collaborating. Each day, members of the Scratch community upload nearly 1500 new Scratch projects to the website - on average, a new project almost every minute. In developing Scratch 2.0, the team will focus on two questions from the NSF Program Solicitation: (1) Will the research lead to the development of new technologies to support human creativity? (2) Will the research lead to innovative educational approaches in computer science, science, or engineering that reward creativity? Intellectual Merit: The intellectual merit of the project is based on its study of how new technologies can foster creativity and collaboration. The investigators will conduct design experiments to examine how new features of Scratch 2.0 engage young people in new forms of creative expression, collaboration, learning, and metadesign. Young people are already interacting with many cloud-based services (such as YouTube and Facebook). But Scratch 2.0 is fundamentally different in that it aims to engage people in programming their own projects and activities in the cloud. With Scratch 2.0, young people won?t just interact with the cloud, they will create in the cloud. The goal is to democratize the development of cloud-based activities, so that everyone can become an active contributor to the cloud, not just a consumer of cloud-based services. This development and study of Scratch 2.0 will lead to new insights into strategies for engaging young people in activities that cultivate collaboration and creativity. Broader Impacts: The broader impact of the project is based on its ability to broaden participation in programming and computer science. The current version of Scratch has already helped attract a broader diversity of students to computer science compared to other programming platforms. The investigators expect that the collaboration and social-media features of Scratch 2.0 will resonate with the interests of today's youth and further broaden participation. Integration of Scratch into the introductory computer science course at Harvard led to a sharp reduction in the number of students dropping the course, and an increase in the retention of female students. There have been similar results in pre-college courses. The National Center for Women & Information Technology (NCWIT) calls Scratch a ?promising practice? for increasing gender diversity in IT.
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TEAM MEMBERS:
Mitchel ResnickNatalie RuskJohn Maloney
It is critical that we increase public knowledge and understanding of science and technology issues through formal and informal learning for the United States to maintain its competitive edge in today's global economy. Since most Americans learn about science outside of school, we must take advantage of opportunities to present chemistry content on television, the Internet, in museums, and in other informal educational settings. In May 2010, the National Academies' Chemical Sciences Roundtable held a workshop to examine how the public obtains scientific information informally and to discuss
This report includes six separate formative evaluations conducted to inform the design and development of the deliverables for the 3D Visualization Tools for Enhancing Awareness, Understanding and Stewardship of Freshwater Ecosystems project. Deliverables were tested with both students and general visitor groups, with a focus on groups including late elementary and middle school children. Many different components were tested, including prototype versions of 3D visualizations, high-tech interactive experiences, apps on tablets and phones, and table top exhibits. Results are reported in each of
The National Science Foundation (NSF) awarded an Informal Science Education (ISE) grant, since renamed Advancing Informal STEM Learning (AISL) to a group of institutions led by two of the University of California, Davis’s centers: the Tahoe Environmental Research Center (TERC) and the W.M. Keck Center for Active Visualization in Earth Sciences (KeckCAVES). The purpose of the evaluation was to gather feedback from museum professionals and the general public about the proposed 3D visualization project and its related components. Additionally, the study aimed to assess the current understanding
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TEAM MEMBERS:
University of California, DavisSteven Yalowitz
The Planet Earth Decision Theater (PEDT), funded by NOAA (grant # NA10SEC0080021), will be a major component of the Future Earth exhibition, which opens at the Science Museum of Minnesota (SMM or the Museum) in late October 2011. The theater will operate in two modes: a facilitated show with live actors and an audience response system to engage the audience, and an autorun show with similar content. This evaluation focuses on the live performance part of PEDT. When complete, live performances will take place in SMM’s newly refurbished Science on a Sphere (SOS) space that will include SOS, a
The Ross Sea Project was a Broader Impact projects for an NSF sponsored research mission to the Ross Sea in Antarctica. The project, which began in the summer of 2010 and ended in May 2011, consisted of several components: (1) A multidisciplinary teacher-education team that included educators, scientists, Web 2.0 technology experts and storytellers, and a photographer/writer blogging team; (2) Twenty-five middle-school and high-school earth science teachers, mostly from New Jersey but also New York and California; (3) Weeklong summer teacher institute at Liberty Science Center (LSC) where teachers and scientists met, and teachers learned about questions to be investigated and technologies to be used during the mission, and how to do the science to be conducted in Antarctica; (4) COSEE NOW interactive community website where teachers, LSC staff and other COSEE NOW members shared lesson plans or activities and discussed issues related to implementing the mission-based science in their classrooms; (5) Technological support and consultations for teachers, plus online practice sessions on the use of Web 2.0 technologies (webinars, blogs, digital storytelling, etc.); (6)Daily shipboard blog from the Ross Sea created by Chris Linder and Hugh Powell (a professional photographer/writer team) and posted on the COSEE NOW website to keep teachers and students up-to-date in real-time on science experiments, discoveries and frustrations, as well as shipboard life; (7) Live webinar calls from the Ross Sea, facilitated by Rutgers and LSC staff, where students posed questions and interacted directly with shipboard researchers and staff; and (8) A follow-up gathering of teachers and scientists near the end of the school year to debrief on the mission and preliminary findings. What resulted from this project was not only the professional development of teachers, which extended into the classroom and to students, but also the development of a relationship that teachers and students felt they had with the scientists and the science. Via personal and virtual interactions, teachers and students connected to scientists personally, while engaged in the science process in the classroom and in the field.
Researchers have now acquired so much information about how the brain learns that a new academic discipline has been born, called “educational neuroscience” or “mind, brain, and education science.” This field explores how research findings from neuroscience, education, and psychology can inform our understandings about teaching and learning, and whether they have implications for educational practice. This interdisciplinary approach ensures that recommendations for applying these findings to instructional practices have a foundation in solid scientific research. It also ensures that teachers
In this interview, author and professor R. Keith Sawyer describes the importance of and interconnections among creativity, collaboration, and the science of learning. He explains that the older paradigm of schooling from 50 years ago where rote learning was predominant is no longer relevant in a knowledge-based society. We now have to prepare students for jobs that require adaptability, flexibility, and creativity. He endorses an approach to education that fosters a deeper conceptual understanding, especially through collaborative creativity. He maintains that true innovation usually comes
This report highlights advances in neuroscience with potential implications for education and lifelong learning. The report authors, including neuroscientists, cognitive psychologists and education specialists, agree that if applied properly, the impacts of neuroscience could be highly beneficial in schools and beyond. The report argues that our growing understanding of how we learn should play a much greater role in education policy and should also feature in teacher training. The report also discusses the challenges and limitations of applying neuroscience in the classroom and in learning
In this article, I review recent findings in cognitive neuroscience in learning, particularly in the learning of mathematics and of reading. I argue that while cognitive neuroscience is in its infancy as a field, theories of learning will need to incorporate and account for this growing body of empirical data.
Twin Cities Public Television in collaboration with a committee of STEM media professionals will organize a one-day conference devoted to network building and planning for an inaugural, multi-day STEM Media Producers Conference in 2013 or 2014. Professional organizations and conferences are well-known and effective means of building community and advancing practice within specific fields. Mass media – film, television, radio, and more recently, productions for online/digital platforms – have been a primary component of NSF’s support for informal science education (ISE) for more than three decades, drawing on the skills of an extremely diverse array of professionals. Yet despite the many common issues faced by these professionals and the increasingly cross-platform nature of ISE media projects in the NSF portfolio, at present no formal organization, professional society or annual conference exists for this community. An organization of media producers and a regular, annual meeting will provide a much-needed forum to address issues of training and professional development, facilitate cross-platform collaborations, increase the use of new media technologies, and synthesize evaluations and research into coherent statements of the powerful impact of STEM media – statements that can form the cornerstone of a STEM/ISE media awareness campaign. The event will take place in conjunction with the NSF PI Meeting in March 2012, capitalizing on the momentum generated at a media convening organized by the Center for the Advancement of Informal Science Education (CAISE) in July of 2011. The approximately 30 attendees will include participants in the July Convening and other STEM media professionals, all representing the subfields of Film, Television, Radio, and the increasingly important and diverse Online/Digital field, plus research and evaluation specialists and CAISE staff. The agenda will emphasize the potential of cross-platform collaborations and define a second agenda for a larger annual meeting that will include the larger community of STEM professionals.
Museum visits can be more enjoyable to small groups if they can be both social and educational experiences. One very rewarding aspect of a visit, especially those involving small groups such as families, is the unmediated group discussion that can ensue during a shared cultural experience. We present a situated, mobile museum system that delivers an hour-long drama to museum visitors. It perceives and analyzes group behavior, uses the result to dynamically deliver coordinated dramatic narrative presentations about the nearby museum exhibit, with the expected result of stimulating group
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TEAM MEMBERS:
Charles CallawayOliviero StockElyon DekovenKinneret NoyYael CitronYael Dobrin