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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
Goals: 1) Increase the number of Alaskans from educationally and/or economically disadvantaged backgrounds, particularly Alaska Natives, who pursue careers in health sciences and health professions and 2) Inform the Alaskan public about health science research and the clinical trial process so that they are better equipped to make healthier lifestyle choices and better understand the aims and benefits of clinical research. Objectives: 1) Pre-med Summer Enrichment program (U-DOC) at UAA (pipeline into college), 2) Statewide Alaska Student Scientist Corps for U-DOC, 3) students (pipeline into college), 4) Facility-based Student Science Guide program at Imaginarium Science Discovery Center, 5) Job Shadowing/Mentorship Program for U-DOC students and biomedical researchers, 6) Research-based and student-led exhibit, demonstration, and multi-media presentations, 7) Professional Development for educators, 8) North Star Website.
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TEAM MEMBERS: Savina Haywood Ian Van Tets
resource project Media and Technology
In January 2006, the Dolan DNA Learning Center launched its SEPA Phase I project: Inside Cancer, a media-rich internet site that examines the molecular genetic basis of cancer. We now propose a Phase II Project, which will employ a six-part strategy to broadly disseminate the site and evaluate its use as a resource in high school biology and health education. a) A partnership will disseminate the site to 800 secondary science teachers at one-day workshop held at 20 sites nationwide. This cost-effective program will focus on key concepts and relevant teaching standards, and also provide a dedicated base for conducting second-round training and evaluation activities. b) An online Teacher Center will allow teachers to develop custom multimedia lessons based on Inside Cancer materials. Key features will be a Concept Matrix, Lesson Exchange, and Atomizer, which will match content with teaching standards, facilitate a community approach to lesson plan development, and provide a searchable interface of over 3,000 multimedia content "atoms." c) Fellowships will allow three lead faculty to work directly with DNALC staff to develop the Teacher Center and model lesson plans (DNALC Fellows). Eighty workshop alumni will serve as Regional Fellows and receive stipends to conduct second-round training activities reaching 640 additional teachers. d) An annual review will assess fidelity to project objectives and analyze site logs to detect patterns of use. An online survey of 1,500 Inside Cancer users annually will assess differences in site use among teachers, students, science and medical professionals, and the general public. e) A longitudinal evaluation of 1,440 participants in workshops and second-round activities will gauge how teachers use Inside Cancer and the Teacher Center, and how their teaching behavior changes over time. f) A controlled study will compare attitudinal and learning effects among 280 high school students - half of whom use Inside Cancer in their classes an half who don't. Biology and health classes will be selected from a single school district that reflects the ethnic and racial distribution of the U.S. population.
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TEAM MEMBERS: David Micklos
resource project Media and Technology
1. Build stepwise a prototype -Virtual Clinical Research Center- (VCRC) for K-12 learners and mentors (diverse peers, experts, and patients) by accessing, mobilizing, and linking the human and physical resources of a prototype national network of Clinical Research Centers (CRC) and translational laboratories through state-of-the-art Telemedicine communication and collaborative technologies and featuring T3 or the 3Ts - Teams, Technologies, Translation - of the Clinical Research Enterprise); 2. Develop the Medical Ignorance Exploratorium (MIEx) as a hybrid K-12 cybercafe-health science museum with key features of a) navigable, game-like, 3D environment including -Isles of Medical Ignorance- and -Questionator,- b) Resource Library, c) Live Performance Theater; and d) Collaboration Space, all to stimulate and guide student-centered inquiry about medical breakthroughs, clinical topics, and sick patients (featuring cyber Q3 or the 3Qs-Questions, Questioning, and Questioners); 3. Evaluate the impact and effectiveness of the curricular and delivery resources and models in SA1 and 2 as well as the dissemination in SA4; 4. Disseminate, embed, and expand the refined Virtual CRC and Medical Ignorance Exploratorium in K-12 schools, the clinical research community, and beyond.
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TEAM MEMBERS: Marlys Witte Grace Wagner Michael Bernas
resource research Media and Technology
This annotated bibliography provides selected references regarding multiculturalism and cultural competence in evaluation. It contains a section listing more recent publications dating beyond 2007.
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TEAM MEMBERS: Mona Amer Samantha Matlin
resource project Media and Technology
With NCRR SEPA Phase I funding, the Exploratorium developed a microscope imaging station (MIS) for public use in the museum. At this facility, visitors explore living things using research-grade equipment. For visitors, microscopes and images are engagement points for learning more about basic biology, biomedical research, and human health. With SEPA Phase II funding, the Exploratorium proposes to use the infrastructure and educational approach developed in Phase I to: (1) Create a wider, more comprehensive array of biomedically relevant, image-based materials-including still and time-lapse images, movies, and teaching activities; and (2) Disseminate these to students, teachers, museum visitors, the broader public, and other science centers. The Exploratorium will collaborate with biomedical researchers to generate high-resolution images and plan public programs. Material from these collaborations will be on current biomedical topics. Planned dissemination activities include eight "Meet the Scientist and Learn about Their Research" public programs; Saturday teacher workshops; development of multimedia exhibit content for museum display; development of web content for the MIS site; creation of image-based teacher activities; inclusion of images, movies, and activities in established web-based teacher resources (as well as new resources for high-bandwidth Internet2 application). Materials will be free to other educational institutions. Using these dissemination strategies, the Exploratorium expects to attract and engage well over 1 million visitors annually.
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TEAM MEMBERS: Charles Carlson
resource research Media and Technology
Scratch is a “media-rich programming environment” recently developed by MIT’s Media Lab that “lets you create your own animations, games, and interactive art.” Although Scratch is intended to “enhance the development of technological fluency [among youths] at after-school centers in economically disadvantaged communities,” we find remarkable potential in this programming environment for higher education as well. We propose Scratch as a first language for first-time programmers in introductory courses, for majors and non-majors alike. Scratch allows students to program with a mouse
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TEAM MEMBERS: David Malan Henry Leitner
resource research Media and Technology
This paper describes a platform for sharing programmable media on the web called ScratchR. As the backbone of an on-line community of creative learners, ScratchR will give members access to an audience and inspirational ideas from each other. ScratchR seeks to support different states of participation: from passive consumption to active creation. This platform is being evaluated with a group of middle-school students and a larger community of beta testers.
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TEAM MEMBERS: Andres Monroy-Hernandez
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
resource project Media and Technology
This project continues the development, testing, and use of a series of web-based computer simulations for improving the teaching and learning of physics. It expands the number of simulations in physics, creates new simulations addressing introductory chemistry, creates simulations addressing the conceptual understanding of equations in solving science problems, and further refines some existing simulations. It increases, by approximately 35, the 35 online interactive simulations that have been developed for teaching physics. The project produces and widely disseminates on-line supporting materials for use in undergraduate and high school science courses. The supporting materials include: guided-discovery, tutorial worksheets; a list of learning goals; materials to support in-lecture, homework, and laboratory use; assessment instruments; and other user-contributed materials. The simulations being introduced and their effectiveness are being evaluated in at least eight additional courses in physics and chemistry at the University of Colorado and a diverse set of partner institutions. The materials are being extensively tested to ensure that they are easy to use and effective at promoting deep conceptual understanding and positive attitudes about science and technology.
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TEAM MEMBERS: Carl Wieman Noah Finkelstein Katherine Perkins
resource research Media and Technology
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths’ informal media arts practices we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes, and participation. We first outline the history of how students’ creative production has been used to meet the goals of media educators and highlight new trends in media education that are instructive for creative production. Our goal is to introduce and situate the new ways in which youth are
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai
resource research Media and Technology
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai