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resource research Media and Technology
The Houston Museum of Natural Science, in collaboration with Rice University has an outreach program taking portable digital theaters to schools and community sites for over five years and has conducted research on student learning in this immersive environment. By using an external independent evaluator, the effectiveness of NASA-funded Education and Public Outreach (EPO) projects can be assessed. This paper documents interactive techniques and learning strategies in full-dome digital theaters. The presentation is divided into Evaluation Strategies and Results and Interactivity Strategies and
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TEAM MEMBERS: C. Sumners P. Reiff W. Weber
resource research Media and Technology
Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is “inside” a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies
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TEAM MEMBERS: Chris Dede
resource research Media and Technology
This article presents IMAX films as making science more accessible to the public, but cautions against building spectators rather than participants. It examines a film about Yellowstone while making the case that large-format films serve entertainment rather than scientific purposes.
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TEAM MEMBERS: Joanna Ploeger
resource research Media and Technology
The authors review the giant screen (GS) film literature to determine if the form has unique attributes that contribute to science learning. They find that four attributes are claimed to contribute to higher learning outcomes: the sense of immersion by reducing peripheral views to a minimum; first person perspective contributing to the sense of presence in the film; narrative structure; and sensory stimulation of mirror neurons that promote kinesthetic learning. They demonstrate that most claims are without support in empirical research but uncover some recent results that give reason to
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TEAM MEMBERS: John Fraser Joe E Heimlich John Jacobsen Victor Yocco Jessica Sickler Jim Kisiel Mary Nucci Lance Jones Jeanie Stahl
resource research Media and Technology
This review takes a critical position with regards to Treagust and Duit’s article, Conceptual Change: A discussion of theoretical methodological and practical challenges for science education. It is proposed that conceptual change research in science education might benefit from borrowing concepts currently being developed in the sociology of emotions. It is further suggested that the study of social interaction within evolving emotional cultures is the most promising avenue for developing and extending theories about conceptual change.
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TEAM MEMBERS: Regina Smardon
resource research Informal/Formal Connections
Educators repeatedly underscore the intimate relationship between science and technology. This is problematic because technology, far from being “applied science,” presupposes a unique epistemology (techno-epistemology). A focus on the role of science in technology overshadows this unique way of knowing and hence limits technology education and privileges a scientific worldview in education. To appropriately frame the unique epistemology of technology in education, we propose a cognitive framework developed to understand the use and development of tools in human activity, namely, Cultural
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TEAM MEMBERS: Michiel van Eijck Nicholas Xumthoult Claxton
resource evaluation Websites, Mobile Apps, and Online Media
In 2013, Shedd Aquarium launched a pilot Teacher Badging program with a set of Great Lakes Science Certified badges. Badges include Intro to Badging, Great Lakes Basics, Invasive Species Defined, Environmental Literacy, Science Literacy, and 21st Century Skills, culminating in the achievement of the Great Lakes Science Certified badge. Each badge includes 3-7 missions that teachers must complete to be awarded a given badge. As of December 31, 2013, 262 people have logged into the site, with 499.75 contact hours recorded in 1140 completed missions. The project was partially funded by the USDA
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TEAM MEMBERS: John G. Shedd Aquarium Heather Schneider Stephanie Bohr
resource research Media and Technology
This paper suggests new strategies for introducing students to robotics technologies and concepts, and argues for the importance of providing multiple entry points into robotics. In particular, the paper describes four strategies that have been successful in engaging a broad range of learners: (1) focusing on themes, not just challenges; (2) combining art and engineering; (3) encouraging storytelling; (4) organizing exhibitions, rather than competitions. The paper describes a new technology, called the PicoCricket, that supports these strategies by enabling young people to design and program
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TEAM MEMBERS: Natalie Rusk Mitchel Resnick Robbie Berg Margaret Pezalla-Granlund
resource research Public Programs
In responding to the research on conceptual change, this article attempts to make two points. First, scientific concepts are not possessed by individuals; rather, they are part of a culture’s resources, which individuals learn to use for their own or for group purposes. Second, particular concepts are most effectively mastered when the learner is deeply engaged in solving a problem for which they function as effective semiotic tools in achieving a solution. On these grounds, it is argued that the mastering of scientific concepts is best achieved through learning to use them in motivated
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TEAM MEMBERS: Gordon Wells
resource research Media and Technology
While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to “think like scientists.” Location-based augmented reality games offer an opportunity to create a “post-progressive” pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific discourses. This cross-case comparison as a component of a design-based research study
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TEAM MEMBERS: Kurt Squire Mingfong Jan
resource research Public Programs
The author discusses her experiences in utilizing a sixth-grade Earth science field trip for students as an active research project. She examines a research project assignment conducted on the Sant Ocean Hall at the Smithsonian National Museum of Natural History in Washington, D.C. The author suggests that the use of active research can be applied to any museum or exhibit in the U.S.
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TEAM MEMBERS: Rebecca Morris
resource research Media and Technology
The term 'cyberlearning' reflects a growing national interest in managing the interactions of technology and education, especially with respect to the use of networking and information technologies. However, there is little agreement about what the term means. Such disagreements reflect underlying differences in beliefs about the purposes of education. These disagreements are problematic for anyone interested in evaluating cyberlearning practices. This study used surveys and interviews to investigate how practitioners and experts in the field of cyberlearning define it, how they implement it
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TEAM MEMBERS: Delvin Montfort Shane Brown