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resource project Media and Technology
The connections between technology applications of all sorts and human users that are ubiquitous in informal learning and assume a great deal about how the technology is used and how learning takes place. Much of the research in this area has been focused on game design and interaction. This project will examine this interaction involving the use of gestures that represent how individuals work with systems and large data sets that represent complex systems like the oceans, to understand how basic elements of a project with a 3-D type of design might enhance the user experience and increase the utility and learning that takes place by understanding the cognitive elements of these game like interactions in specific STEM related settings like museums.

This exploratory pathways project will investigate the use of interactive, gesture-enabled, multi-touch spheres for teaching about ocean systems in science centers and museums. The gesture-enabled aspect of the project will improve on interactive table-top installations which can frustrate users who use unexpected gestures and receive no response leading to brief interaction and abandonment without significant interaction or learning. The project will investigate ways in which unsupported gestures would still produce a system response which would encourage the user to remain at the installation and continue to investigate. The effect of multiple gestures will be supported by using natural mappings between gestures and interactions with the on-sphere data.

The project investigates theories of embodied cognition that support the notion that by engaging with global-scale datasets on a spherical display more effectively models the earth in a non-distorted manner and therefore will be more natural and allow users to develop a more accurate conceptual model of how data relates to itself and the globe. In this way, the project shares some aspects of understanding about learning through game play. The sphere will not be a fully developed game but will share characteristics of game play.

This project is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences, advancing innovative research on and assessment of STEM learning in informal environments, and developing understandings of deeper learning by participants.
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TEAM MEMBERS: Katie Stofer Lisa Anthony Peter Chang Alice Darrow Annie Luc Hannah Neff Alex Popeil Carrie Schuman Nikita Soni Betty Dunckel John Baek Bilge Mutlu Amanda Morales Jeremy Alexandre Brittani Kirkland
resource project Media and Technology
Hexacago Health Academy (HHA) is a game-based science and health curriculum intervention. HHA engages high school students in learning about and addressing major sexual and reproductive health issues and risk behaviors. A board game, Hexacago, depicting the city of Chicago with an overlay of hexagons is the cornerstone of HHA. Students use the board design games and think critically about public health problems in the city of Chicago. HHA uses game-play, interaction with STEM science and health professionals, and mentoring to create a rich, game-based learning experience for high school students. The object of HHA is to improve academic performance, increase science and health career interest, and improve health behaviors among youth living in Chicago.
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TEAM MEMBERS: Melissa Gilliam Patrick Jagoda
resource project Media and Technology
Great Lakes Science Center (GLSC), home of the NASA Glenn Visitor Center, is dedicated to sharing NASA content to inform, engage, and inspire students, educators, and the public. To further this goal, GLSC will develop a digital experience focused on collaboration and teamwork, emphasizing the benefits of a systems approach to STEM challenges. At the recently, fully renovated NASA Glenn Visitor Center, GLSC visitors will embark on an exciting mission of discovery, working in teams to collect real data from NASA objects and experiences. Mobile devices will become scientific tools as students, teachers, and families take measurements, access interviews with NASA scientists, analyze results from Glenn Research Center (GRC) test facilities, and link to NASA resources to assemble mission-critical information. This initiative will provide experiences that demonstrate how knowledge and practice can be intertwined, a concept at the core of the Next Generation Science Standards. GLSC’s digital missions will engage students and families in STEM topics through the excitement of space exploration. In addition, this project has the potential to inform the design of future networked visitor experiences in science centers, museums and other visitor attractions.
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TEAM MEMBERS: Kirsten Ellenbogen
resource project Media and Technology
Virtual Missions and Exoplanets (vMAX) will develop and test a three-dimensional, virtual world environment that will engage middle school students and educators from high-poverty schools in NASA-related exoplanet mission simulations. The Patricia and Phillip Frost Museum of Science will serve as the lead institution, in partnership with the following institutions: U.S. Space and Rocket Center, New York Hall of Science, Chabot Space & Science Center, and Sci-Port: Louisiana¹s Science Center; Aimee Weber Studios will be responsible for virtual exhibit fabrication, and WestEd will serve as the project¹s formative and summative evaluator. The overall goal of the project is to create a NASA resource on exoplanet astronomy that will engage students, educators, and the general public in NASA¹s search for worlds beyond our own. The project aims to increase underserved students¹ engagement in STEM, knowledge of exoplanet missions, and awareness of NASA-related careers; and advance the growing body of knowledge on the use of virtual world technologies to provide opportunities for students to participate in NASA Mission-related science teaching and learning. The project will result in the development of vMAX world, a virtual world with simulations related to exoplanet astronomy designed for use as the core content of a 30-hour out-of-school learning experience for middle school students. An Educator Implementation Guide will be developed and made available online for download by secondary school teachers and science museum educators. In addition, an interactive, multiuser exhibit kiosk, utilizing the simulations created for vMAX world, will be developed and made available to interested Visitor Centers, museums and planetariums.
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TEAM MEMBERS: Judy Brown
resource project Media and Technology
Bridging Earth and Mars (BEAM): Engineering Robots to Explore the Red Planet engages the general public and K-8 students in exhibits and programs designed to foster awareness of robotic technology, computer programming, and the challenges and opportunities inherent in NASA missions and S-STEM careers. The Saint Louis Science Center (SLSC) of St. Louis, Missouri is the lead institution and project site; partners include Washington University in St. Louis, Saint Louis University, the St. Louis regional FIRST Robotics organization, and the Challenger Learning Center-St. Louis. Project goals are to: 1) inform, engage, and inspire the public to appreciate NASA’s Mission by sharing findings and information about NASA’s missions to Mars; 2) ignite interest in S-STEM topics and careers for diverse K-8 students; and, 3) encourage students in grades 6-8 to sustain participation in educational experiences along the S-STEM careers pipeline. The SLSC will design and build a Martian surface and panorama where two rovers can be remotely controlled. Visitors in the McDonnell Planetarium will use controllers to program rover exploration of the Martian landscape in real-time. Visitors in SLSC’s Cyberville gallery, located one-quarter mile away across a highway-spanning enclosed bridge, will program the second rover with simulated time lag and view its movements via a two-way camera system. SLSC will organize and host a series of Innovation Workshops for K-8 students, each featuring teamwork-building engineering challenges from current and updated NASA-based science curricula. Participants will be recruited from SLSC community partners, which include community centers and faith-based programs for underserved families.
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TEAM MEMBERS: Bert Vescolani John Lakey Paul Freiling
resource project Media and Technology
As part of its overall strategy to enhance learning in informal environments, the Advancing Informal STEM Learning (AISL) program funds innovative resources for use in a variety of settings. This project will develop and study a cyber-enhanced informal learning environment to improve observational practices and classification skills among citizen scientists. The project will focus on the taxonomic identification skills needed by volunteers to provide high-quality data for water quality monitoring of local streams, lakes, estuaries, wetlands, and ground water resources. To make the task of identifying freshwater insects easier and more engaging, the project will develop an innovative educational resource, the Macroinvertebrate Identification Training Environment, that will use zoomable high-resolution images, interactive media, and annotations of diagnostic features to improve perceptual skills. The goal is to increase the confidence and accuracy of volunteers engaged in identification tasks, while also increasing the reliability and quality of the data they are generating for purposes of scientific research and conservation efforts. This interdisciplinary design research and development project will use networked gigapixel image technology to create a visual environment where users can move seamlessly from full panoramic views of macroinvertebrates to extreme close-ups, with embedded text, images, graphics, audio, and video at various locations and zoom levels. This system will be developed in concert with a cognitive apprenticeship training model designed through a series of design studies. The design studies will be conducted over a two-year period and will include examination of the distinguishing features of various biomonitoring programs, reviews of existing training materials and strategies, expert performance analysis of professional entomologists, and development of user interface features. Project developers will collaborate with five regional volunteer biomonitoring organizations to engage a diverse set of volunteers in the design process, including rural populations, older adults, urban youth, and the trainers who support them. The project work will consist of four integrated strands of activity: design-based learning research, creation of an entomological teaching collection, cyberplatform development, and the external evaluation of the training system. The resulting Macroinvertebrate Identification Training Environment will be evaluated in terms of its impacts on volunteer accuracy, confidence, and engagement in taxonomic classification activities related to macroinvertebrates. The impacts of the learning system on trainers and volunteer biomonitoring organizations will also be examined.
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resource project Media and Technology
This Cyberlearning Integration and Deployment (INDP) project brings together an interdisciplinary research team from the MIT Media Lab, the Digital Media and Learning Hub at University of California Irvine, and Harvard University's Berkman Center for Internet and Society to explore development and use of new types of online tools, activities, and gatherings to engage more young people in developing computational fluency, particularly youth from groups currently underrepresented in computing. The project builds on the success of the NSF-funded Scratch programming language and online community (http://scratch.mit.edu), where more than 1.5 million young people have created interactive stories, games, animations, and simulations based on their interests. The Coding for All project aims to provide new pathways into Scratch for youth from populations that are not currently drawn in easily to technological and scientific discourse and activities. The PIs are designing and refining a variety of interest-based microworlds -- introductory programming environments that are customized to particular interests of youngsters in those populations -- to provide easier and more inviting entry points for getting started with coding, and they aim to develop guidelines for designing microworlds that are simple enough not to be overwhelming, engaging enough to draw youngsters in, rich enough to allow creative expression, and tuned well enough to the interests and prior knowledge of new participants to foster curiosity and learning. In addition, the team is exploring how to use personnel in libraries and other spaces where low-income youth congregate to support initial introduction to and engagement with these microworlds and developing and refining tools to support interest-based on-line hangouts and unconferences, where young people who become engaged through these microworlds can meet peers and mentors to share ideas, form collaborations, and increase their programming and expressive capabilities. The PIs are collecting much data about the engagement and participation of youngsters, the development of their skills and understanding, and the development of their interests, and their analysis will contribute to deeper understanding of needed supports, pathways, and outcomes related to computational fluency. This project addresses the need to draw in and promote learning among those in populations not served well by current educational practices and important national priorities in workforce development, equity, and the need for a technologically fluent public. The project's tools and activities will provide alternative pathways into coding, increasing opportunities for young people in non-dominant communities to develop computational fluency. The focus on public libraries explores how to use public educational institutions most geared towards serving the technology needs and diverse interests of non-dominant communities in taking advantage of new online learning opportunities. The findings from this research will inform researchers and practitioners concerned with STEM-related learning, online educational resources, equity in education, and cyberlaw.
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TEAM MEMBERS: Mizuko Ito Mitchel Resnick Natalie Rusk Urs Gasser