Guastavino Vaulting: Palaces for the People will be a multi-formatted project to examine the history and creative contributions of Rafael Guastavino and his family, a Spanish immigrant family of the late 19th century whose adaptations of a traditional Mediterranean construction technique transformed the urban landscape of the United States. The formats will be a web site and a major gallery exhibition that will travel to the Boston Public Library, the National Building Museum, and the Museum of the City of New York.
The Bob Bullock Texas State History Museum (TSHM) in partnership with the Texas Historic Commission (THC) is implementing the installation of the French ship La Belle (one of the most important shipwrecks ever discovered in North America) into the Museum for long term exhibition and interpretation. The goal of this project is to place the ship's hull into the Museum in an accessible manner that: ensures stewardship; places its preserved cargo in context; and expands our existing scope of interpretation beyond Texas. The project will continue to enhance and expand our collaboration, bringing together a particularly well qualified team of academic historians, archeologists and exhibit development practitioners who will explore not only the significance of the ship and its impact on American history, but will also formulate how these concepts, objects and story will be interpreted to the broadest possible audience.
The American Precision Museum is housed in the 1846 Robbins & Lawrence Armory, a National Historic Landmark, where in the mid to late 19th century, a group of inventors and machinists perfected the tools and techniques of precision manufacturing. Our project will create a new, long-term exhibition and related programs that explore the themes of innovation and work, and the influence of precision manufacturing on the course of American history. Highly skilled workers produced new machinery that helped drive rapid industrialization, the emergence of the United States as a world power, and the development of the consumer culture. The project will take place over three years from May 2011 to April 2014 and the new exhibition, titled Shaping America: Machines and Machinists at Work, will open in May 2014.
The Kitchen Sisters will support the production of Hidden Kitchens World, a new multimedia series that explores life and culture through food across the globe. Inspired by the original NEH-funded NPR Hidden Kitchens series, this new on-air and online collaboration will feature stories exploring what people eat and grow, how food marks our sameness and differences, and how food culture adapts in the face of globalization, socioeconomic conditions and environmental changes. Each story will include perspectives from scholars, as well as video, music, photographs, curriculum and links to a curated library of resources relating to the themes raised within the stories. Funding from the NEH will help produce a multi-faced project featuring 8 stories on NPR, 1 hour-long radio specials distributed nationwide, 8 podcasts, research and development of a smart phone app, and a collaborative, humanities-rich website with audio, video, recipes, images and writings from around the world.
This award will support the production of a two-hour documentary about one of the great milestones in the history of flight: the 1935 crossing of the Pacific Ocean by a Pan American Airways flying boat called the China Clipper. The Pacific crossing was a technological achievement that captured the world’s imagination in much the way the space program did a generation later. It also began the era of transoceanic flight – an era that would lead to profound changes in American foreign policy, commerce and the very way Americans saw the world. Produced by one of the makers of "Forgotten Genius," NOVA's NEH-funded, Emmy Award-winning biography of black chemist Percy Julian, "Across the Pacific" will combine dramatic re-enactments, interviews with scholars, and films and photographs drawn from the rich archival record about the early days of commercial aviation.
This grant will support the production phase of a 90-minute film about the life and work of Frederick Law Olmsted. He is known as the father of American landscape architecture; what is unknown to the viewing public is the fact that he had so many different careers, trying to reform 19th-century America in surprising ways. He succeeded mightily, changed the nation, and his concerns foretold the future. But he also struggled with failure, loss, and with despair for much of his life. The project also includes a website, five short films about Olmsted parks for web distribution, and more.
This feature documentary will join film to humanities scholarship in investigating the historical production of nuclear waste, the present character of communities living with that waste, and the combined efforts of sociologists, anthropologists, writers, and scientists to imagine how to guard this material into the 10,000-year future. Drawing on important work in environmental (land) history, ethics, and politics, as well as work on the cultural anthropology of the nuclear world, the film “Containment” examines how the Cold War transformed the American landscape, how nuclear waste compels us today—in lands across the United States and beyond—to examine our most basic views about the control and ethics of land use, and how 24,000-year half-life of plutonium pushed scientists and humanists into the Congressionally-demanded business of imagining a ten-thousand year human future in order to mark and isolate nuclear waste.
The project will develop and study the impact of science simulations, referred to as sims, on middle school childrens' understanding of science and the scientific process. The project will investigate: 1) how characteristics of simulation design (e.g., interface design, visual representations, dynamic feedback, and the implicit scaffolding within the simulation) influence engagement and learning and how responses to these design features vary across grade-level and diverse populations; 2) how various models of instructional integration of a simulation affect how students interact with the simulation, what they learn, and their preparation for future learning; 3) how these interactions vary across grade-level and diverse populations; and 4) what critical instructional features, particularly in the type and level of scaffolding, are needed. Working with teachers, the team will select 25 existing sims for study. Teachers and students will be interviewed to test for usability, engagement, interpretation, and learning across content areas. The goal will be to identify successful design alternatives and to formulate generalized design guidelines. In parallel, pull-out and classroom-based studies will investigate a variety of use models and their impact on learning. Ten new simulations will then be developed to test these guidelines. Products will include the 35 sims with related support materials available for free from a website; new technologies to collect real-time data on student use of sims; and guidelines for the development of sims for this age population. The team will also publish research on how students learn from sims.
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TEAM MEMBERS:
Katherine PerkinsDaniel SchwartzMichael DubsonNoah Podolefsky
The PhET Interactive Simulations group at the University of Colorado is expanding their expertise of physics simulations to the development of eight-to-ten simulations designed to enhance students' content learning in general chemistry courses. The simulations are being created to provide highly engaging learning environments which connect real life phenomena to the underlying science, provide dynamic interactivity and feedback, and scaffold inquiry by what is displayed and controlled. In a second strand of the project, a group of experienced faculty participants are developing and testing lecture materials, classroom activities, and homework, all coordinated with well-established, research-based teaching methods like clicker questions, peer instruction, and/or tutorial-style activities, to leverage learning gains in conjunction with the simulations. The third strand of the project focuses on research on classroom implementation, including measures of student learning and engagement, and research on simulation design. This strand is establishing how specific characteristics of chemistry sim design influence engagement and learning, how various models of instructional integration of the sims affect classroom environments as well as learning and engagement, and how sim design and classroom context factors impact faculty use of sims. To ensure success the project is basing sim design on educational research, utilizing high-level software professionals (to ensure technically sophisticated software, graphics, and interfaces) working hand-in-hand with chemistry education researchers, and is using the established PhET team to cycle through coding, testing, and refinement towards a goal of an effective and user friendly sim. The collection of simulations, classroom materials, and faculty support resources form a suite of free, web-based resources that anyone can use to improve teaching and learning in chemistry. The simulations are promoting deep conceptual understanding and increasing positive attitudes about science and technology which in turn is leading to improved education for students in introductory chemistry courses both in the United States and around the world.
This collaborative project between Tufts University and the Massachusetts Institute of Technology is researching and developing a new version of the Scratch programming language to be called ScratchJr, designed specifically for early childhood education (K-2). The current version of Scratch, which is widely implemented, is intended for ages 8-16 and is not developmentally appropriate for young children. This work will provide research-based evidence regarding young children's abilities to use an object-oriented programming language and to study the impact this has on the children's learning of scientific concepts and procedures. The team will develop ScratchJr in an iterative cycle, testing it in both in the Devtech lab at Tufts and the Eliot Pearson lab school and with a wider network of early childhood partners. At the end of the three-year project, ScratchJr will have been tested with approximately 350 students in K-2, 40 parents, and 58 early childhood educators. ScratchJr will have three components: 1) a developmentally appropriate interface, with both touch screen and keyboard/mouse options; 2) an embedded library of curricular modules with STEM content to meet federal and state mandates in early childhood education; and 3) an on-line resource and community for early childhood educators and parents. The research questions focus on whether ScratchJr can help these young children learn foundational knowledge structures such as sequencing, causality, classification, composition, symbols, patterns, estimation, and prediction; specific content knowledge; and problem solving skills. This interdisciplinary proposal makes contributions to the fields of learning technologies, early childhood education and human computer interaction. ScratchJr has the potential for broad implementation in both formal and informal settings.
The ScratchEd project, led by faculty at the Massachusetts Institute of Technology and professionals at the Education Development Center, is designing, developing, and studying an innovative model for professional development (PD) of teachers who use the Scratch computer programming environment to help their students learn computational thinking. The fundamental hypothesis of the project is that engagement in workshops and on-line activities of the ScratchEd professional development community will enhance teacher knowledge about computational thinking, their practice of design-based instruction, and their students' learning of key computational thinking concepts and habits of mind. The effectiveness of the ScratchEd project is being evaluated by research addressing four specific questions: (1) What are the levels of teacher participation in the various ScratchEd PD offerings and what do teachers think of these experiences? (2) Do teachers who participate in ScratchEd PD activities change their use of Scratch in classroom instruction to create design-based learning opportunities? (3) Do the students of teachers who participate in the ScratchEd PD activities show evidence of developing an understanding of computational thinking concepts and processes? (4) When the research instruments developed for the evaluation are made available for teachers in the Scratch community to use for self-evaluation, how do teachers make use of them? Because both computational thinking and design-based instruction are complex activities, the project research is using a combination of survey, interview, and artifact analysis methods to answer the questions. The ScratchEd professional development and research work will provide important insight into the challenge of helping teachers create productive learning environments for development of computational thinking. Those efforts will also yield a set of evaluation tools that can be integrated into the ScratchEd resources and used by others to study development of computational thinking and design-based instruction.
This project's aim is to understand collaboration, cooperation, and learning in the context of a large, distributed virtual organization consisting of children and teachers building web-based simulations and animations using the Scratch software. The PIs will study the nature and patterns of cooperation in the Scratch decentralized learning environment, establish principles to guide the development of systems that foster cooperative attitudes and behaviors, and develop strategies to cultivate computational-thinking capacities that are important for productive cooperation and problem-solving in virtual organizations. The Scratch community consists of over 400,000 registered members discussing, remixing, and reusing more than a million projects. The project is a collaborative project with researchers from MIT, Harvard, and the University of Pennsylvania drawn from computer science, psychology, child development, education, organizational science, and economics. Using a novel combination of experimental and ethnographic methods, the research will provide insights into how young people cooperate in virtual organizations, their attitudes and motivations related to cooperation, and their development of computational-thinking skills and capacities necessary for productive cooperation and creative learning. The researchers expect that the findings will contribute to the design and understanding of more effective virtual organizations, particularly in the areas of learning, education, and cooperative creation. The methods used include observational studies, design interventions, and field experiments. The test bed will be the Scratch community and the evaluations will be done by mining the online record of cooperation in the construction of new simulations and animations. The outcomes of the project will include an improved Scratch environment, design principles for the construction of distributed virtual organizations that encourage cooperation and co-construction of knowledge and artifacts, and new methods of teaching computational thinking in an engaging environment. The Scratch community of 400,000 members will be part of this work. This project is potentially transformative because of the engaging nature of this particular application, because of its applicability to similar virtual communities, and because of its promise to reach a diverse community of learners.
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TEAM MEMBERS:
Mitchel ResnickNatalie RuskJohn MaloneyYochai BenklerYasmin Kafai