Skip to main content

Community Repository Search Results

Current Search

resource evaluation Media and Technology
Overview of the Local Voices, Clever Choices Project: As part of the National Science Foundation funded "Sustainability: Promoting Sustainable Decision Making in Informal Education" project, the Oregon Museum of Science and Industry (OMSI) and its partners developed a bilingual (Spanish/English) outreach campaign- Local Voices, Clever Choices/Nuestras voces, nuestras decisiones. The goal of this and other deliverables was to promote sustainable decision making by building skills that allow participants to weigh the tradeoffs of their choices and thereby choose more sustainable practices. The
DATE:
TEAM MEMBERS: Oregon Museum of Science and Industry Renee B. Curtis Kyrié Thompson Kellett
resource evaluation Public Programs
Overview of Clever Together/Juntos somos ingeniosos and Evaluation: As part of the National Science Foundation funded "Sustainability: Promoting Sustainable Decision Making in Informal Education" project, the Oregon Museum of Science and Industry (OMSI) and its partners developed a bilingual (Spanish/English) exhibition. The goal of this and other project deliverables was to promote sustainable decision making by building skills that allow participants to weigh their choices and choose more sustainable practices. Clever Together/Juntos somos ingeniosos is a permanent, bilingual exhibition at
DATE:
TEAM MEMBERS: Oregon Museum of Science and Industry Renee B. Curtis
resource evaluation Public Programs
Overview of Sustainability Events and Evaluation: As part of the National Science Foundation funded Sustainability: Promoting Sustainable Decision Making in Informal Education project, the Oregon Museum of Science and Industry (OMSI) project team designed and hosted seven events between September 2011 and July 2014. In line with the overall project goals: Participants will 1) capture the big idea, “We can cultivate a more sustainable community by building skills and making decisions that maximize positive impacts,” 2) practice skills necessary for making more sustainable choices that consider
DATE:
TEAM MEMBERS: Oregon Museum of Science and Industry Renee B. Curtis
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
DATE:
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
DATE:
TEAM MEMBERS: Kylie Peppler Yasmin Kafai
resource research Media and Technology
This paper argues that the "kindergarten approach to learning" – characterized by a spiraling cycle of Imagine, Create, Play, Share, Reflect, and back to Imagine – is ideally suited to the needs of the 21st century, helping learners develop the creative-thinking skills that are critical to success and satisfaction in today’s society. The paper discusses strategies for designing new technologies that encourage and support kindergarten-style learning, building on the success of traditional kindergarten materials and activities, but extending to learners of all ages, helping them continue to
DATE:
TEAM MEMBERS: Mitchel Resnick
resource research Media and Technology
In today's rapidly changing world, people must continually come up with creative solutions to unexpected problems. Success is based not only on what one knows or how much one knows, but on one's ability to think and act creatively. In short, people are now living in the Creative Society. Unfortunately, few of today's classrooms focus on helping students develop as creative thinkers. In addition, the proliferation of new technologies is quickening the pace of change, accentuating the need for creative thinking in all aspects of people's lives. In this article, the author discusses two
DATE:
TEAM MEMBERS: Mitchel Resnick
resource research Media and Technology
Media Arts within primary and secondary education is a relatively new avenue of research. Within the context of the arts classroom, rarely is learning to program emphasized despite its importance for creative expression in a digital medium. We present outcomes from an extensive field study at a digital studio where youth accessed programming environments emphasizing graphic, music and video. Learning the language of creative coding is essential to expression in a digital medium — one with increasing importance for youth and society at large. Here, we argue that it’s not just in the viewing or
DATE:
TEAM MEMBERS: Kylie Peppler Yasmin Kafai
resource research Media and Technology
This paper presents ten guiding principles for designing construction kits for kids: design for designers; low floors and wide walls; make powerful ideas salient - not forced; support many paths, many styles; make it as simple as possible - and maybe even simpler; choose black boxes carefully; a little bit of programming goes a long way; give people what they want - not what they ask for; invent things that you would want to use yourself; and iterate, iterate - then iterate again.
DATE:
TEAM MEMBERS: Mitchel Resnick Brian Silverman
resource research Exhibitions
Although studies in a variety of settings suggest that participant reactions to the research context can threaten the validity and generalizability of study findings, there have been almost no investigations of participant reactivity in museums. In this experimental study, the authors compared the behaviors and learning outcomes of visitors at two versions of an interactive mathematics exhibit who had either been actively recruited by a data collector or passively recruited using posted signage. They assessed the amount of time visitors spent at the exhibit, the number of mathematical exhibit
DATE:
resource research Professional Development, Conferences, and Networks
Successful scientists must be effective communicators within their professions. Without those skills, they could not write papers and funding proposals, give talks and field questions, or teach classes and mentor students. However, communicating with audiences outside their profession - people who may not share scientists' interests, technical background, cultural assumptions, and modes of expression - presents different challenges and requires additional skills. Communication about science in political or social settings differs from discourse within a scientific discipline. Not only are
DATE:
TEAM MEMBERS: National Research Council
resource research Professional Development, Conferences, and Networks
This workshop convened a group of thought leaders from across the nation, sectors, and academic disciplines on June 3, 2015 at the National Science Foundation for one day of brainstorming and prioritizing of ideas, strategies (such as collective impact), and actions that could be aggressively pursued by the NSF Inclusion across the Nation of Communities of Learners that have been Underrepresented for Diversity in Engineering and Science (INCLUDES) initiative.
DATE: