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resource research Media and Technology
This article explains the concepts of disruptive innovation and catalytic innovation, a subset of disruptive innovation. Disruptive innovations challenge industry incumbents by offering simpler, good-enough alternatives to an underserved group of customers, whereas catalytic innovations can surpass the status quo by providing good-enough solutions to inadequately addressed social problems.
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TEAM MEMBERS: Clayton Christensen Heather Baumann Randy Ruggles Thomas Sadtler
resource evaluation Media and Technology
This is a report of an evaluation of the content and design of the science components of the Education Development Center's TV411 program, conducted by Owen Consulting, Inc. In 2010, EDC received a grant from NSF to reconstruct the TV411 website, produce new science content, including videos and web lessons, improve user interactivity, and develop materials to support adult educators who work with the site's target population of low literacy adults. This report lays out the evaluation design, provides an overview of site web metrics, describes the registered user population discusses the ways
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TEAM MEMBERS: Education Development Center Eric Graig David Owen
resource research Media and Technology
In the paper I argue for a certain way of theorizing and studying learning. Learning is seen as situated in social practice, and in the pursuit of most learning persons are seen as moving around in social practice. They are involved in personal trajectories across various social contexts of practice. Even more so, these social contexts and the links between them, which persons learning draw on in their pursuit of learning, are institutionally arranged in various ways, and this affects the opportunities and nature of learning processes. These arguments about the nature of learning, theories of
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TEAM MEMBERS: Ole Dreier
resource research Media and Technology
Worldwide growth in use of mobile phones has fostered the emergence of mobile learning. Mobile technologies are used both in classrooms to support instruction (safe) and as tools that significantly change instructional activities, learner roles, and learning location (disruptive). Learners become less consumers of information and more collaborators, researchers, and publishers on-the-go (Stead, 2006). Scholarship in m-learning is scarce and lacks rigor (McNeal & van't Hooft, 2006). Even with increasing numbers of investigative studies there are still significant gaps in the literature
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TEAM MEMBERS: Tiffany Koszalka G.S. Ntloedibe-Kuswani
resource research Media and Technology
This article describes a series of demonstration projects that use multiscalar gigapixel image technology to iteratively design, test, and study how visitors learn to observe more scientifically in museums, online, and through museum-based programming. We consider how the particular affordances of systems like these can move science communication and learning from didactic approaches centered on one-way communication toward technology platforms that encourage shared observation, dialogue, and engagement.
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TEAM MEMBERS: University of Pittsburgh Marti Louw
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 research Media and Technology
This article describes a transmedia learning experience for early school-aged children. The experience represented an effort to transition a primarily television-based series to a primarily web-based series. Children watched new animation, completed online activities designed to promote STEM (science, technology, engineering, and math) exploration, and participated in (and reported on) offline activities that required them to investigate real-world phenomena. Children were expected to visit the website every weekday, for four weeks, as part of the experience. A single group pre-post test
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TEAM MEMBERS: Concord Evaluation Group Jessica Andrews Christine Paulsen
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 project Media and Technology
Sustainable Nano is the a blog created and written by scientists at the Center for Sustainable Nanotechnology, a research center located primarily at universities in the midwest that seeks to advance technological innovations that are safe and sustainable by discovering molecular principles that govern nanoparticle-biological interactions, preparing a new and diverse generation of trans-disciplinary scientists, and engaging the general public.
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TEAM MEMBERS: Lee Bishop
resource project Media and Technology
Educators from K-12 and higher education are collaborating on a new school of the future projects involving humanoid robots and other forms of robots and student and teacher productivity tools. We are working in the areas of STEAM Plus. (science, technology, engineering, visual and performing arts, mathematics, computer languages and foreign languages) All team members will share their action research results through a traveling exhibition to all twelve public libraries in the city of Long Beach, California. Kids Talk Radio through its Backpack Science, Journalism, and Backpack Robotics programs will create video and audio podcasts of the action research and share findings over the Internet with schools, libraries and museums around the world.
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TEAM MEMBERS: Super School Software Bob Barboza Walter Martinez
resource research Media and Technology
To effectively address problems in education, research must be shaped around a problem of practice. Reorienting research and development in this way must overcome three obstacles. First, the incentive system for university researchers must be changed to reward research on problems of practice. Second, the contexts must be created that will allow the complexity of problems of practice to be understood and addressed by interdisciplinary teams of researchers, practitioners, and education designers. And third, meaningful experimentation must become acceptable in school systems in order to develop
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TEAM MEMBERS: M. Suzanne Donovan
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