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resource research Media and Technology
This catalog details the extent of NASA’s game portfolio, so that others developing new games are able to build upon the lessons learned from the past. Enclosed herein are details on fourteen individual games that have been created by or for NASA as well as two collections of hosted Flash games. Each entry has information about the game, including a screen shot, point of contact (if available), and a link to the game’s site. The games are identified by genre, NASA content or contribution, and intended audience or Entertainment Software Review Board (ESRB) rating.
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TEAM MEMBERS: Daniel Laughlin
resource evaluation Media and Technology
The University of Southern California's Institute for Creative Technologies (ICT) and the Museum of Science, Boston (MoS) were awarded an Informal Science Education grant from the National Science Foundation (#0813541) for the project, Responsive Virtual Human Museum Guide. The goal of the project was to use computer-generated character animation, artificial intelligence, and natural language processing to create interactive characters, or virtual humans, that could engage in face-to-face communication with museum visitors. During the three year project, the MOS and ICT project teams created
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TEAM MEMBERS: Susan Foutz Jeanine Ancelet Kara Hershorin Liz Danter University of Southern California Museum of Science
resource research Media and Technology
The past 50 years have seen a change in how science is perceived, from an “unproblematic accumulation of facts that describe the world” to a much messier enterprise involving building and revising models and theories. In an effort to bring this new understanding to science teaching and learning, this foundational article presents a conceptual framework of how inquiry can be driven by cognitive tools that support disciplinary knowledge. The authors use rubrics to help students gain a deeper understanding of their work and of the inquiry process.
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TEAM MEMBERS: Savannah Benally Kerri Wingert
resource evaluation Media and Technology
A two stage summative evaluation was conducted following the launch of the Mystic Seaport for Educators website, the final output resulting from the IMLS National Leadership grant entitled Mystic E-Port Digital Classroom project. The results of four focus groups, conducted in two phases, found consistent results suggesting that the project was successful at achieving all four goals as outlined in the original grant proposal. Appendix includes focus group protocol.
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TEAM MEMBERS: Mystic Seaport John Fraser
resource research Media and Technology
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project that will expand the functions and applications of FieldScope, a web-based science information portal currently supported by the National Geographic Society (NGS). The goal is to create a single, powerful infrastructure for Public Participation in Science Research (PPSR) projects that any organization can use to create their own project and support their own community of participants.
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TEAM MEMBERS: National Geographic Society Mary Ford
resource research Media and Technology
This article describes how two inquiry games promoted student science skills in a museum setting while minimizing demands on teachers, fostering collaboration, and incorporating chaperones. Students who played these games engaged in more scientific inquiry behaviors than did students in control groups.
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TEAM MEMBERS: Kerri Wingert
resource research Media and Technology
In the many studies of games and young people's use of them, little has been written about an overall "ecology" of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game
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TEAM MEMBERS: Katie Salen
resource research Media and Technology
These presentation slides were presented by Geoff Schladow in the "Building New Audiences with Technology" Diving Deeper session at the 2014 AISL PI Meeting in Washington, DC.
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TEAM MEMBERS: Geoff Schladow Louise Kellogg Phelan Fretz Sherry Hsi Steven Yalowitz
resource research Media and Technology
In this article we examine educational assessment in the 21st century. Digital learning environments emphasize learning in action. In such environments, assessments need to focus on performance in context rather than on tests of abstracted and isolated skills and knowledge. Digital learning environments also provide the potential to assess performance in context, because digital tools make it possible to record rich streams of data about learning in progress. But what assessment methods will use this data to measure mastery of complex problem solving -- the kind of thinking in action that
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TEAM MEMBERS: David Williamson Shaffer David Hatfield Gina Navoa Svarovsky Padraig Nash Aran Nulty Elizabeth Bagley Ken Frank Andre Rupp Robert Mislevy
resource research Media and Technology
New technologies, such as multi-touch tables, increasingly provide shareable interfaces where multiple people can simultaneously interact, enabling co-located groups to collaborate more flexibly than using single personal computers. Soon, these technologies will make their way into the classroom. However, little is known about what kinds of learning activities they will effectively support that other technologies, such as mobile devices, whiteboards, and personal computers, are currently unable to do. We suggest that one of the most promising uses of shareable interfaces is to support learning
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TEAM MEMBERS: Jochen Rick Yvonne Rogers Caroline Haig Nicola Yuill
resource research Media and Technology
This article draws from the literature on self-determination and Universal Design for Learning principles to set forth the theory that students identified as having learning disabilities may be environmentally disadvantaged and their learning difficulties exasperated by the traditional classroom learning environment. Alternatively, the digital learning environment found in simulation video games is designed so participants can be autonomous, self-directed, goal-oriented and successful. These are, coincidentally, the salient features of a technology-enhanced learning environment designed with
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TEAM MEMBERS: Elizabeth Simpson
resource research Media and Technology
Evidence for the present study derives from a sample of 574 middle-grades students that participated in the River City Project (RCP) in academic year 2006-07. Central to the RCP is an open-ended video-game-like learning innovation for teaching inquiry-based science and twenty-first century skills. Results of investigation into the students' neomillennial learning styles revealed that, on average, students who (1) prefer creating and sharing artifacts through the Internet are well-suited for learning about disease transmission and scientific problem solving skills in the RCP; and (2) students
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TEAM MEMBERS: Edward Dieterle